Planetary management

Version

Outliner top.png
This article has been verified for the current PC version (3.14) 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.

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:

Source Amenities
  Artificial Moral Codes technology +5%
  Executive Retreat branch office building +10%
  Resort World +15%
  Profane Consecrated World +1%
  Respected Consecrated World +2%
  Venerated Consecrated World +3%
  Holy World Consecrated World +4%
  Mega Art Installation (stage I) +5%
  Mega Art Installation (stage II) +10%
  Mega Art Installation (completed) +15%
  Mega Art Installation (perfection) +20%
  Vultaum Star Assembly secrets special project +20%
Source Amenities usage
  One Vision ascension perk −10%
  Vultaum Reality Perforator relic −10%
  Ecological Protection resolution 2 −5%
  Discourage Planetary Growth decision +25%
  Resident citizenship status −25%
  Ascetic −15%

StabilityEdit

 
Low Stability on a humanoid planet

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.

Modifier Effects Duration Required stability Description
   Slaves Radicalizing   −20 Stability 20 years 40 Radical Slave elements are rallying, spreading unrest.
   Hunger Strike   −50% Slave pop resource output
  −50% Slave Upkeep
5 years 25 It's hard to work when you're doubled over from hunger pangs.
   Slave Riots   −1000% Slave pop resource output
  −50% Pop growth speed
  −50% Army build speed
  −50% Planetary build speed
10 years 10 Slave Riots inhibit population growth.

Stability can be increased by the following:

Stability0
Source Effect
  Civilian difficulty +20
  Democratic Interlink authority +15
  Oligarchic Overclocking authority +10
  Pacification Modules tradition +10
  Cadet difficulty +10
  AI Controllers empire modifier +10
  Fanatic Pacifist ethic +10
  Pacifist ethic +5
  Police State civic +5
  Shared Burdens civic +5
  Dictatorial Alignment authority +5
  Dictatorial Cybervision authority +5
  Enhanced Surveillance edict +5
  Information Quarantine edict +5
  Lessons of Harmony edict +5
  Self-Indictment Protocol edict +5
  Utopian Dream tradition +5
  Collective Reasoning tradition +5
  Inner Stability agenda +5
  Universal Prosperity Mandate resolution (5) +5
  Aesthetic Approach empire modifier +5
  Closed Society empire modifier +5
  Freedom Fighters empire modifier +5
  Harmonized Society empire modifier +5
  Open Society empire modifier +5
  Progress Oriented empire modifier +5
  State Driven Sensory Censorship empire modifier +5
  Revolutionary Spirit empire modifier +2.5
  Population United empire modifier +2
  Stuffed Toy empire modifier +1
  Whisperers in the Void covenant −3
  Whisperers in the Void covenant (50 favor) −7
  Progenitor Hive lost capital −10

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.

Modifier Effects Requirements Description
Criminal Underworld
  •   +15 Crime
  •   +1 Criminal job
  •   +1 Criminal job per 33 Crime
  30 Crime or refusing the Increased Benefits modifier
This world is home to a large criminal underworld.
Drone Deviancy
  •   +15 Deviancy
  •   +1 Deviant Drone job
  •   +1 Deviant Drone job per 33 Deviancy
  30 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
  •   +15 Deviancy
  •   +1 Corrupt Drone job
  •   +1 Corrupt Drone job per 33 Deviancy
  30 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
  •   +30 Crime
  •   +3 Criminal jobs
  • Replaces the Criminal Underworld modifier
  30 Crime and Criminal Underworld modifier
The world has become a major center of drug trade. Illegal narcotics are being smuggled planetside on a daily basis, with a large segment of the populace being regular users.
Gang Wars
  •   +30 Crime
  •   +3 Criminal jobs
  • Replaces the Criminal Underworld modifier
  30 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
  •   +30 Crime
  •   +3 Criminal jobs
  • Replaces the Criminal Underworld modifier
  30 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.

Temporary modifiersEdit

The following modifiers appear as a result of crime events, and last for 10 years.

Modifier Effects Requirements Description
Crime Boss Arrested   −30 Crime Criminal Underworld modifier
An important crime boss was recently arrested on this world, crippling a major criminal organization.
Bribed Officials   −20 Stability 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   +30 Crime Criminal Underworld modifier
This world is currently experiencing a crime wave.
Smuggler Activity   −20% Trade value Criminal Underworld modifier
An increase in smuggler activity on this world has had a negative impact on profits from trade.
Substance Abuse   −20% Resources from jobs Criminal Underworld modifier
The illegal use of dangerous and highly addictive drugs is widespread on this world.
Corrupt Administration   −20 Stability 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   −20% Resources from jobs Mob Rule modifier
The mobsters who rule this world have implemented an extensive protection racket.
Trade Pilfering   −20% Trade value 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.
Travel Advisory   −20% Trade value 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.
Cartel War   −20 Stability Center of Drug Trade modifier
The powerful drug cartels that have carved up this world between themselves are currently fighting a low-intensity war.
Deviant Ringleader Killed   −30 Deviancy Drone Deviancy modifier
An important ringleader among the deviant drones of this world was recently terminated.
Deviant Interference   −30 Stability Drone Deviancy modifier
Deviant drones are interfering with our facilities on this world.
Corrupt Network Terminated   −30 Deviancy Drone Corruption modifier
A virus recently terminated one of the corrupt drone networks on this world.
Drone Signal Interference   −30 Stability Drone Corruption modifier
Signals from the corrupted drone networks on this world are interfering with the functionality of our loyal units.

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
  •   Terrestrial Sculpting technology
  •    Hostile Fauna planet modifier
  •    Environmentalist
  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
  •   Terrestrial Sculpting technology
  •    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
  •   Terrestrial Sculpting technology
  •    Hazardous Weather or    Wild Storms planet modifier
  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
  •    Removes any Invasive Xenoflora modifier
  •   −50 Temporary opinion with the empire that seeded the world
   Invasive Xenoflora modifier  
  Consume World
The swarm consumes. The world trembles. We grow.
None   Starts a Consume World situation
  •   Terravore civic
  •    Empire Capital
       
    •   Habitat
    •   Ring World
    •   Shattered Ring World
    •   Ecumenopolis
    •   Hive World
    •   Machine World
    •   Nanite World
 
  Subsume World
Our planets will transform, feeding the flood and our essence.
None   Starts an Extract Nanites situation
  •   Unbridled Consumption tradition
  •    Empire Capital
      
    •   Habitat
    •   Ring World
    •   Ecumenopolis
    •   Hive World
    •   Machine World
 
  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
  •   +1 Planet Size
  • Consumes Ice Asteroids or Frozen Worlds
  •   Ocean World
  •   Hydrocentric Ascension perk
  •   Starbase with an inactive Ice Mining Station
  •   Frozen World or Ice Asteroid
  • Can be used up to 3 times per planet
 
  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
  •   Maw of the Toxic Entity relic activation
  •   Once per Habitat
  •   Order's Keep 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
  •   Mega-Engineering technology
  •   The Interloper is present in the system
 
  Settle Crystalline Refugees
Find a home for the Zer-Ayaki refugees, who have been banished from their homeland in the Crystalline Empire.
  10
  • Habitat gains 5 pops with the   Habitat Preference,   Void Dweller,   Intelligent, and   Docile traits.
  •   +10 with the Crystalline Empire
  • Offer from the Crystalline Empire
  •   Habitat
 
  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
  •   Adds 4 City Districts
  •   Adds 2 Industrial Districts
  •   Adds 1 Generator Districts
  •   Adds 2 Mining Districts
  •   Adds 3 Agriculture Districts
  •   Removes all Scavenger Sites
  •   Adds a Memorial to the Unshackled planetary feature
  •   Removes the Crashed Slaver Ship planetary feature
  •   Removes all origin planet modifiers
  •   Removes all origin buildings except the capital
  •   Crashed Slaver Ship planetary feature
  •   Crashed Slaver Ship archaeological site outcome
 
  Remove Wreckage
The wreckage of the crashed slaver ship should be removed to make way for our increasing urbanization.
  900
  2500
  •   Adds 4 City Districts
  •   Removes all Scavenger Sites
  •   Removes the Crashed Slaver Ship planetary feature
  •   Removes all Ship Debris blockers
  •   Crashed Slaver Ship planetary feature
  •   Anti-Gravity Engineering technology
  •    Broken Shackles origin
 
  Deploy Murmuring Monolith
The Murmuring Monolith will be deployed to function as an interstellar vessel capable of combat.
  100   The Murmuring Monolith takes off
  •   Murmuring Monolith building
  •    Begin Psi-Inoculation decision
 
  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
  •   −4 Progress to the Reformist Demands situation
  •   50% Chance to remove the Democratic Tendencies planet modifier if there are no   Egalitarian pops
  •   Worsens the ruler's Luminary trait
  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.
  • The planet gains 4 plantoid Nu-Baol pops with   Pacifist ethics and the following traits:
  • If the   Plantoids DLC is installed they will also have the   Phototrophic trait
  • If the empire is a   Hive Mind they will also have the   Hive-Minded trait
  •   The Last Baol relic activation
  •   Gaia World
 

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.

Decision Cost New class Planetary features Other effects Requirements DLC
  Restore Ecumenopolis
This planet was once a vibrant ecumenopolis. It would be a monumental task, but the planet could be rebuilt and restored to its former glory.
  3600
  200
  20000
  Ecumenopolis Removed
  •   Adds a Former Relic World planetary feature
  •   Districts are converted based on the current designation
  •   Breaches the Ecological Protection resolutions 4 and 5 if active
  •   Relic World
  •   Anti-Gravity Engineering technology
  •   All Blockers removed
  •   Individualist or   Rogue Servitor
  Arcology Project
An unceasing stretch of arcologies will unite the planet from pole to pole, creating one global megacity, one ecumenopolis.
  3600
  200
  20000
  Ecumenopolis Removed
  •   Districts are converted based on the current designation
  •   Breaches the Ecological Protection resolutions 4 and 5 if active
  •   Arcology Project ascension perk
  •   All district slots filled with City Districts or Industrial Districts
  •   All blockers removed
 
  Repair the Shattered Ring
This world has been broken for untold ages, and it is time to right this wrong. We will restore the ring's advanced facilities.
  2700
  75000
  Ring World No features
  •   Districts are converted into Segments at a ratio of 5:1
  •   Mineral Purification Plants and Mineral Purification Hubs buildings are removed
  •   Shattered Ring World
  •   Mega-Engineering technology
  •   All Blockers removed
 
  Nu-Baol Life-Seeding
Our geneticists have extracted the secret of the Baol Organism's ability to terraform a planet. By deploying rapidly-reproducing plant life modified with specially selected Baol genetic data to the planet, we can terraform entire biospheres at a fraction of the cost.
  720   Gaia World Kept
  • The planet gains 4 plantoid Nu-Baol pops with   Pacifist ethics and the following traits:
  • If the   Plantoids DLC is installed they will also have the   Phototrophic trait
  • If the empire is a   Hive Mind they will also have the   Hive-Minded trait
  •   The Last Baol relic activation
  •    Machine World
 

Planetary feature decisionsEdit

The following decisions each add a planetary feature.

Decision Cost Effects Requirements DLC
  Expand Preservers
Adds a Nature Preserve Blocker to the planet.
  1800
  500
  Adds a Nature Preserve blocker
  •   Ranger Lodge building
  •   Unused district slots
  Strip Mine Planet
The rare and valuable resources on this planet are too beneficial to ignore. By stripping most of the biosphere, we can enable our miners to extract significantly more of these resources.
  900
  5000
  •   Adds a Strip Mine Network planetary feature
  •   Removes all Agriculture planetary features
  •   Removes all Generator planetary features
  •   Advanced Mineral Purification technology
  •   5 Mining District slots
  •    Environmentalist
  •    Strip Mine Network
  •    Hive World
  •    Machine World
  Day Farm Construction
The dayside of this tidally locked world is an ideal place for a Dayside Solar Farm.
  900
  1000
  Adds a Dayside Solar Farm planetary feature
  •   Global Energy Management technology
  •    Tidal Locked planet modifier
  •    Dayside Solar Farm
  •   Moon
  Expand Dayside Infrastructure
By taking advantage of the planet's unique situation, we can set up solar panels all over the dayside of this world, expanding our energy production immensely.
  3600
  500
  1000
  Adds a Dayside Solar Farm planetary feature
  •    Intentionally Tidally Locked planet modifier
  •    Dayside Solar Farm
  Transplant Tree of Life
A network of Trees must be established here for our Hive to flourish.
  180
  500
  Adds a Tree of Life Sapling planetary feature
  •   Tree of Life origin
  •    No Tree of Life planetary modifier
 
  Project Cornucopia
Near-endless resources are at our fingertips, if we have the courage to seize them. Just think of what wonders we could build if we conquer our fear.
  180
  250
  500
  Adds a Project Cornucopia planetary feature
  •   Project Cornucopia resolution (5)
  •   Galactic Community member
  •    Project Cornucopia
       
    •   Habitat
    •   Ring World
    •   Ecumenopolis
    •   Hive World
    •   Machine World
    •   Nanite World
 
  Grow a New Progenitor
Our oldest offspring might be capable of shouldering the mantle of our departed Progenitor.
  800
  400
  •   Adds a Progenitor Nest planetary feature
  •   Removes an Agriculture planetary feature
  •   Progenitor Hive origin
  •   Hive Capital designation
  •    Progenitor Nest planetary feature
 
  Strip Mining
An expertly built mining complex, making efficient use of the local resources.
  180
  15
  •   Adds a Prospectorium Strip Mine planetary feature
  •   Removes an Agriculture planetary feature
  •   Prospectorium tier 3
  •   An Agriculture planetary feature
 
  Activate Dimensional Manipulation Device
What appears small from the outside can be rendered bigger on the inside through use of this device stolen from Syamelle, the fae.
  1000   Adds a Dimensional Manipulation Device planetary feature
  •   Order's Keep present
  •   Quest for the Toxic God situation choice
 
  Display Microplanet Husk
Display the shell of a carbonized microplanet to inspire order and obedience among the local populace.
  180
  500
  100
  Adds a Microplanet Memorial planetary feature
  •   Tiny planet astral rift outcome
  • One use only
 
  Fractal Seed
These transparent globes recovered from beyond an Astral Rift are able to bend themselves into an extra dimension, increasing the effective size of their surrounding space. We should place them carefully.
  100   Adds a Fractal Seed planetary feature
  •   The Lattice astral rift outcome
  •    Fractal Seed
  • 3 or 9 uses only
 
  Incubate Wind Creatures
Introduce a species of beneficial wind creatures to this planet's atmosphere.
None   Adds an Incubate Wind Creatures planetary feature
  •   Windswept Planet astral rift outcome
  •    Incubate Wind Creatures
  • 3 uses only
 
  Rockworm Hive
The young Rockworms recovered from beyond the Astral Rift can be carefully trained to carve extensive mining tunnels. What could go wrong?
None   Adds a Rockworm Hive planetary feature
  •   Rockworms astral rift outcome
  • One use only
 
  Build Genesis Preserve
This planet does not yet have a Genesis Preserve. Building one is paramount to our goals.
  900
  1000
  250
  Adds a Genesis Preserve planetary feature
  Creates a pre-sapient species with 3 pops if the world doesn't already have one
  •      Genesis Guides
      Genesis Guides
      Astrogenesis Technologies
      Genesis Symbiotes
      Genesis Architects
    civic
  •    Genesis Preserve 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
  • (max 1000)
10 years
  •   +25% Amenities
  •   +25% Immigration Pull
  •   Individualist
  •    Nanite World
  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)
  •   +10 Enforcer Crime Reduction
  •   +2 Enforcer Upkeep
  •   Negotiate with Crime Lords decision disabled
  •   10+ Crime
  •   Individualist
  •    Crime Lord Deal modifier
  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
  •   +10 Stability
  •   +50% Crime
  •   +2 Criminal job
  •   +1 Criminal job per 33 Crime
  •   Launch Anti-Crime Campaign decision disabled
  •   Prevents crime events, except "Criminal Underworld"

  • Ending the deal adds the Broken Crime Lord Deal modifier for 5 years:
  •   −10 Stability
  •   +1 Criminal job per 33 Crime
  •   10+ Crime
  •   Individualist
  •    Anti-Crime Campaign modifier
  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
  •   −10 Stability
  •   Expels enough Pops (max 10) as refugees to fix the housing shortage
  •   Negative Housing
  •   Allowed Population Controls policy
  •   Individualist
  •     Population Expelled modifier
  Declare Population Controls
Population growth must not be allowed to outstrip administrative capacity, even if it requires drastic measures.
  250 Until ended
(no cost)
  •   −100% Pop Growth
  •   −5 Stability
  •   +100 Emigration Push
  •   Allowed Population Controls policy
  •   Individualist
  •    Machine main species
  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)
  •   −75% Pop Growth Reduction
  •   +25% Pop Amenities Usage
  •   +25% Pop Upkeep
  •   +100 Emigration Push
  •   Prohibited Population Controls policy
  •   Individualist
  •    Machine main species
  Cease Robot Assembly
Ceases the assembly of Robot, Droid, and Synthetic Pops on this planet.
  250 Until ended
(no cost)
  •  [2] −100% Robotic Pop Assembly Speed
  •   −75% Pop Assembly 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.
  •   2000
  •   100
  •   360
Permanent
  •   +2 Max Districts
  •   +50% Max Resource Districts
  •   Mastery of Nature Ascension perk
  •   World is a moon or a planet
  •    Mastery of Nature modifier
  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
  •   Form the Galactic Market resolution
  •   At least 20 pops
  •    Nanite 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
  •   Galactic Market Hub Nomination
  • Usable up to 2 times
  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.
  •   500
  •   1800
Permanent   +5% Resources from Jobs
  •    Perfect Organization planet modifier
  •   Individualist
  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
  •   Habitability −20%
  •   Considered an Ocean world for Aquatic species
  •   Habitat
  •   Hydrocentric Ascension perk
  •   Starbase with an Ice Mining Station
  •   Frozen World or Ice Asteroid in system
 
  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)
  •   +15% Amenities
  •   +50 Immigration Pull
  •   If ended can be used again
  • Bought from the Artisan enclave
  • One use per purchase
  •    Nanite World
 
  Implement Divine Algorithm
The local drive on this hub is running Numa's Divine Algorithm add-on for improved energy production planetwide.
  •   500
  •   360
10 years
  •   +10% Energy from Jobs
  •   +1 Tech-Drone Job
Numistic Order caravan deal  
  Trium Atmospheric Deodorizer Deployment
Atmospheric scrubbers lend the air on this planet a quality of minty freshness.
None 80 Years
  •   +30% Immigration Pull
  •   +10% Pop growth from immigration
  • Vengralian Trium caravan deal
  • One use per purchase
 
  Trium Bunk Beds Deployment
Efficient Trium-brand stackable rest enclosures reduce housing needs on this world.
None 80 Years   +10% Housing
  • Vengralian Trium caravan deal
  • One use per purchase
 
  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
  • Vengralian Trium caravan deal
  • One use per purchase
 
  Activate Oracle Nexus
Activates Oracle Nexus compliance software and predictive modeling to obviate drone corruption.
10 years
  •   +10 Stability
  •   −15 Deviancy
  •   Hidden Worlds archaeological site outcome
  •   Machine Intelligence
  •    Nanite World
 
  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
  •   +10% Pop Growth Speed
  •   −10% Happiness
  •   −5 Stability
  •   City of Bones archaeological site outcome
  •    Machine Intelligence
  •    Nanite World
 
  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
  •   City of Bones archaeological site outcome
  •   Machine Intelligence
  •    Nanite World
 
  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
  • Delve into the Secrets of the Yuht Special Project
  •    Nanite World
 
  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)
  •   +1 Dimensional Portal Researcher from Advanced Reserach Complexes
  •   +1 Zro Upkeep from Advanced Reserach Complexes
  Extradimensional Experimentation resolution (5)  
  Crystalline Construction
A team of engineers sent by the Crystalline Empire will improve the layout of the habitat.
  10 Permanent
  •   +8 Housing
  •   −10% Building Cost
  • Offer from the Crystalline Empire
  •   Once per Habitat
 
  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
  •   Murmuring Monolith building
  •   Organic pops present
 
  Intentional Tidal Locking
Manipulates local orbital bodies to halt the planet's rotation on its axis.
None Permanent
  •   −3 Max Agriculture Districts
  •   −3 Max Mining Districts
  •   Enables the Expand Dayside Infrastructure decision
  •   Tiny Planet astral rift outcome
  • Once per world
  • Needs to either be or have a moon
 
  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.
  •   2000
  •   100
  •   360
Permanent
  •   +3 Max Districts
  •   +75% Max Resource Districts
  •   +10% Cosmic Storm Protection
  •   −20% Habitability
  •      Planetscapers
      Planetscapers
      Geo-Engineering Inc.
      Cultivation Drones
      Gardening Protocols
    civic
  •    Any blocker present
 

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.

Decision Designation Modifier effects Requirements
  Create Penal Colony
This entire world is set aside as a massive penal colony. The vast prison communities are largely self-managed by the prisoners, and punishment often means exile into the unforgiving wilderness
  Penal Colony
  •   −1 Worker Political Power
  •   −25% Crime on other worlds
  •   Artisan
        Artisan
         Artificer
    s replaced with
      Penal Artisan
        Penal Artisan
         Penal Artificer
    s
  •   Metallurgist
        Metallurgist
         Catalytic Technician
    s replaced with
      Penal Metallurgist
        Penal Metallurgist
         Penal Catalytic Technician
    s
  Allowed buildings:
    •   Resource buildings
    •   Manufacturing buildings
    •   Pop assembly buildings
    •   Military buildings (except Military Academy)
    •   Precinct Houses, Slave Processing, and Psi Corps
    •   Amenities buildings (except Gene Clinics)
    •   Trade buildings
    •   Research buildings (except Storm Repulsion and Attraction Centers)
    •   Administrative buildings
    •   Monuments
    •   Any fallen empire buildings
  Penal Colonies technology
  Create Thrall-World
This entire world is purpose-built to maximize the growth rate of its enslaved population through a variety of reproductive incentives.
  Thrall-World
  •   +100% Pop growth speed
  •   Cannot grow free pops
  •   Soldiers replaced with   Battle Thralls
  •   Laborer jobs generated for unemployed pops
  •   Can build Overseer Residences
  Allowed buildings:
    •   Resource buildings (except Resource Silos)
    •   Pop assembly buildings
    •   Military buildings
    •   Slave Processing
    •   Precinct Houses or Psi Corps
    •   Manufacturing buildings
    •   Amenities buildings (except Gene Clinics)
    •   Trade buildings
    •   Research buildings (except Storm Repulsion Center)
    •   Administrative buildings
    •   Monuments
    •   Any fallen empire buildings
  •   Thrall-Worlds technology
  •   At least one pop from an enslaved species
  •    Any built district
  •    Any building besides the capital building
  Create Resort World
We can convert this world into a planet-spanning network of resorts, a testament to luxury and leisure on an interstellar scale. Construction on the surface must be severely limited to preserve the planet's natural beauty.
  Resort World
  •   +25% Immigration pull
  •   −25% Max districts
  Allowed buildings:
    •   Trade buildings
    •   Amenities buildings
    •   Monuments
    •   Precinct Houses
    •   Fallen empire administrative buildings
    •   Psi Corps
    •   Resource buildings (except Storm Relief Center)
    •   Manufacturing buildings
    •   Research buildings (except Storm Repulsion Center)
    •   Administrative buildings (except fallen empire buildings)
    •   Pop assembly buildings
    •   Military buildings (except Planetary Shield Generator)
  •   Resort Worlds technology
   Tomb World unless either:
    •   Memorialist civic
    •   Survivor trait
    •   Tomb World Preference
    •   Radiotrophic trait
  •    Any built district
  •    Any building besides the capital building
  Create Gestation World
Maturation pods and nutrition slurry tanks are pivotal to this planet's infrastructure, where drones prepare young biologicals for integration into the collective.
  Gestation World
  •   Machine capitals:
    •   −1, replaced with   +2 Gestation Drones
  •   Nexus Districts:
    •   −1, replaced with   +1 Gestation Drone
  •   Cannot build   Machine Assembly Plants
  •   Driven Assimilator
  •   Gestation Worlds tradition
  •   Planet Size 15 or greater
  •    Machine World

Minor artifact decisionsEdit

Minor artifact decisions cost   100 minor artifacts and last for 10 years. They cannot be used on   Nanite Worlds.

Decision Modifier effects Requirements
  Send Artifacts to Museum Exhibits
Put the minor artifacts on public display to inspire our people with the wonders of the past.
  •   +20% Administrator output
  •   Individualist
  •    Corporate, unless   Worker Cooperative
  Initiate Performance Competition
The Executives and Managers will compete to bring the most value to the corporation. The best performing will get to display these artifacts in their new larger offices.
  •   +10% Executive output
  •   +10% Manager output
  •   Corporate
  •    Worker Cooperative
  Incorporate Artifact Relays
By using minor artifacts to relay signals, our [Coordinators/Synapse Drones] are able to enhance the efficiency of all of our Menial Drones.
  •   +2 Stability from
      Administrators
        Synapse Drones
        Coordinators
  •   +1% Menial Drone output from
      Administrators
        Synapse Drones
        Coordinators
  •   Gestalt Consciousness
  •    Rogue Servitor
  Send Artifacts to Organic Sanctuaries
Put the minor artifacts on public display to entertain our Bio-Trophies with the wonders of the past.
  +10% Bio-Trophies output   Rogue Servitor

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:

   Consecrated modifier Chance Description
Quality      
 
  Gaia World
         
  •   Arid World
      Desert World
      Savannah World
  •   Continental World
      Tropical World
      Ocean World
  •   Alpine World
      Arctic World
      Tundra World
     
  •   Barren World
      Barren World
      Frozen World
  •   Molten World
      Toxic World
    
  •   Tomb World
      Gas Giant
  •   Shielded World
      Asteroid
    
  •   Ecumenopolis
      Relic World
  •   Hive World
      Machine World
  
Other
  •   Shrouded World
      Nanite World
  •   Broken World
      Shattered World
  •   Ice Asteroid
      Crystalline Asteroid
Holy World +8% +4% +8% 100% 10% 0% 0% 0% 0%
This planet is deemed an immaculate and sacrosanct place.
Venerated World +6% +3% +6% 0% 40% 20% 0% 0% 0%
This is deemed a most blessed planet.
Respected World +4% +2% +4% 0% 50% 70% 20% 2.4% 0%
This is deemed a suitable object of worship.
Profane World +2% +1% +2% 0% 0% 10% 80% 97.6% 100%
This is deemed a poor object of worship.

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

  1. The effects are set in 00_static_modifiers.txt at planet_amenities_high, planet_amenities_low, planet_amenities_no_happiness_high, and planet_amenities_no_happiness_low; the threshold for maximum effect is set in 00_defines.txt at MAX_PLANET_AMENITIES and MIN_PLANET_AMENITIES.
  2. Obsolete icon code, use "mechanical pop assembly speed"
Game concepts
Exploration ExplorationFTLUnique systemsL-ClusterPre-FTL speciesFallen empireSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationPlanetary featuresPlanet modifiers
Discovery DiscoveryAnomalyArchaeological siteAstral riftRelicsCollection
Species SpeciesPop modificationBiological traitsMachine traitsPopulationSpecies rightsEthics
Leaders LeaderCommon leader traitsCommander traitsOfficial traitsScientist traitsParagons
Governance EmpireOriginGovernmentCivicsCouncilAgendasPoliciesEdictsFactionsTraditionsAscension perksSituations
Economy ResourcesPlanetary managementDistrictsJobsDesignationTradeMegastructures
Buildings Planet capitalCommon buildingsUnique buildingsHoldings
Ships ShipShip designerCore componentsWeapon componentsUtility componentsMutationsOffensive mutations
Technology TechnologyPhysics researchSociety researchEngineering research
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseCrisis
Others EventsThe ShroudPreset empiresAI playersStat modifiersConsole commandsEaster eggs