Planetary management

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Version

Outliner top.png
This article is considered accurate for the current version (2.2) of the game.

This article is for the PC version of Stellaris only.

Planetary management involves from district creation, building construction, and assigning workforce for resource production to maintaining peace and order, managing population growth, and setting 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.

Population[edit]

Main article: Population

A planet without a population is, for all intents and purposes, a dead planet. Population is what makes a planet productive as they extract, create, process and provide the resources that both the populace and the empire needs. Therefore, managing the populace is required as it affects the overall status and output of the planet.

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 (and sometimes a clerk job) for Pop.png 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
District Pop job.png Jobs Housing.png Government Description
District city.png City District Job clerk.png Clerk: +1
Tradition prosperity trans stellar corporations.pngJob clerk.png Clerk: +1
5
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 Job maintenance drone.png Maintenance Drone: +1
Job technician.png Tech-Drone: +1
5 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, Machine Worlds and Ringworlds. Resource districts do not generate resources per se, but rather the jobs that the district provides are the source of the resources.

  • Upkeep: Energy Credits.png -1
  • Time: Time 240
  • Cost: Minerals.png 300
  • Housing.png Housing: +2 (+3 with Civic agrarian idyll.png Agrarian Idyll civic)
District Pop job.png Jobs Planet class Description
District generator.png Generator District Job technician.png Technician: +2
Auth machine intelligence.png Job technician.png Tech-Drone: +2
Auth hive mind.png Job technician.png Tech-Drone: +3
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 Job miner.png Miner: +2
Auth machine intelligence.png Job miner.png Mining Drone: +2
Auth hive mind.png Job miner.png Mining Drone: +3
No.png Planet ringworld.png Ring World These mining towns and resource extraction centers drill deep into the mantle to access mineral deposits.
District farming.png Agriculture District Job farmer.png Farmer: +2
Auth machine intelligence.png Job farmer.png Agri-Drone: +2
Auth hive mind.png Job farmer.png Agri-Drone: +3
No.png Planet ai.png Machine World Land set aside for cultivation, either through the growing of crops or animal husbandry.

Arcology districts[edit]

Ecumenopolis worlds have their own set of districts. They provide a far larger amount of housing and jobs than planet districts but cannot produce basic resources. They can be obtained either by conquering the homeworld of the Keepers of Knowledge fallen empire, finishing The First League precursor event chain and colonizing their homeworld, or terraformed with a decision (Arcology Project ascension perk from the MegaCorp.png MegaCorp DLC is required). Gestalt consciousness.png Gestalt Consciousness empires cannot create Ecumenopolis worlds themselves but can use conquered ones.

  • Upkeep: Energy Credits.png -5
  • Time: Time 600
  • Cost: Minerals.png 900
District Pop job.png Jobs Housing.png Description
District arcology housing.png Residential Arcology Job clerk.png Clerk: +5
Gestalt consciousness.png Job maintenance drone.png Maintenance Drone: +2
15 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
Auth hive mind.png Job foundry.png Foundry Drone: +10
Auth machine intelligence.png Job foundry.png Fabricator: +10
10 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
Gestalt consciousness.png Job artisan.png Artisan Drone: +10
10 Workshops filled with artisans and civilian industries line the stacked streets of this district.
District arcology leisure.png Leisure Arcology Job entertainer.png Entertainer: +5
Job culture worker.png Culture Worker: +5
10 Where denizens of the ecumenopolis unwind in their leisure hours.

No.pngGestalt consciousness.png Gestalt Consciousness

Habitat districts[edit]

Habitats have their own set of districts. They provide a larger amount of housing and jobs than planet districts but cannot produce Minerals.png Minerals or Food.png Food.

  • Upkeep: Energy Credits.png -2
  • Time: Time 240
  • Cost: Minerals.png 500
District Pop job.png Jobs Housing.png Requirements Description
District hab housing.png Habitation District Gestalt consciousness.pngJob maintenance drone.png Maintenance Drone: +2 10 A habitat housing district provides comfortable, if compact residences for its population.
District hab cultural.png Leisure District Job entertainer.png Entertainer: +2
Job culture worker.png Culture Worker: +1
0 No.pngGestalt consciousness.png Gestalt Consciousness Who needs the great outdoors, with hubs of habitat entertainment like these?
District hab science.png Research District Job researcher.png Researcher: +3

Auth hive mind.png Job brain drone.png Brain Drone: +3
Auth machine intelligence.png Job researcher.png Calculator: +3

0 Centers of scientific discovery, these habitat districts employ researchers from myriad fields of study.
District hab commercial.png Trade District Job clerk.png Clerk: +5 0 No.pngGestalt consciousness.png Gestalt Consciousness A sprawling habitat trading district where merchants and clerks conduct business.
District hab energy.png Reactor District Auth hive mind.png Job technician.png Tech-Drone: +3

Auth machine intelligence.png Job technician.png Tech-Drone: +2

0 Yes.pngGestalt 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.

Buildings[edit]

Main article: Buildings

A building provides jobs (and sometimes housing) that uses resources to generate research points, advanced resources, amenities, or garrison military units in the planet. Each planet has sixteen (16) building slots with the first slot always being occupied by an administrative building while the remaining slots will be unlocked for every additional 5 Pop.png Pops inhabiting the planet. If the number of Pop.png Pops falls below the required number for a building slot to be unlocked the slot will become locked again. If the slot is occupied by a constructed building then the building will fall into disrepair and stop producing jobs. If a planetary population is completely wiped out (either by resettlement, warfare purging etc.), all pre-existed buildings will be completely destroyed and the planet will effectively become uncolonized again.

Jobs[edit]

Main article: Jobs

A job is where Pop.png Pops work to produce resources on the planet. Jobs are generated either by districts or buildings. Jobs are divided into three different strata with each one being higher or lower than the others. Jobs come in two main types, Capped and Uncapped. Capped Jobs are created by Districts and limited in number while Uncapped Jobs can always be worked by a Pop that fulfills the requirements but generally require a specific trait or species right setting. Pops will automatically fill empty Jobs that they are capable of holding and will choose the job that will get the most out of their traits but priority can be set towards specific Jobs to ensuring they are filled before others. New Pops that are more suitable for a Job than the current Pop holding the Job will take it from it.

Decisions[edit]

Decisions represent planet-wide undertakings.

Decision Cost Effects Requirements Description
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
Healthy and rapid growth will be assured by the generous distribution of proper nutrition.
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 Come for the sights, stay for the brand new home holo-theatre installations and custom-fit athleisure wear.
Decision default.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
Launches an extensive crime-prevention campaign which empowers our Enforcers with additional resources to combat rising crime levels.
Decision default.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
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.
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
Population growth must not be allowed to outstrip administrative capacity, even if it requires drastic measures.
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
If resources and living spaces are at a premium, population planning might be necessary on this world. Measures will then be taken to voluntarily curtail population growth.
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 Ceases the assembly of Robot, Droid, and Synthetic Pops on this planet.
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 There is no need for further Drones on this planet at the moment.
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
The overcrowding conditions on this world require drastic measures. A massive planet-wide lottery is held, and the "winners" are expelled - by force, if necessary.
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 Most local functions of government are temporarily suspended, and the planet is placed under direct military control in an attempt to restore civil order.
Decision martial law hive.png Auth hive mind.png Deploy Hunter-Killer Drones
Auth machine intelligence.png Activate Compliance Protocols
Influence.png 50 Martial Law 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.

Gestalt consciousness.png Gestalt Consciousness Through the deployment of specialized warforms, the Gestalt Consciousness can ensure that rogue elements on the planet are found and dealt with.
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
Our population requires room to grow, and so we shall make that room. Nature must not stand in the way of progress.
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
Extensive surveying and prospecting of the planet will let us uncover the presence of natural resources that may otherwise have eluded us.
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
Being nexus of galactic trade is a position as prestigious as it is profitable. The market is fickle, but with enough incentives we might be able to lure the big players to establish themselves on this planet.
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 Reduced administrative overhead. Special economic zones. Bribes.
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 Sometimes you don't want to be the center of attention.
Decision penal colony.png Create Penal Colony Influence.png 100 Adds the Penal Colony planet specialization Decision penal colony.png Penal Colonies technology
Planet Size.png Planet Size 15 or greater
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.
Decision resort colony.png Create Resort World Influence.png 100 Adds the Resort World planet specialization Decision resort colony.png Resort Worlds technology
Planet Size.png Planet Size 15 or greater
No Districts or Buildings
This world is set aside as a peaceful resort world, attracting tourists and visitors from far away. To preserve the planet's natural beauty construction on the surface is severely limited.
Decision slave colony.png Create Thrall World Influence.png 100 Adds the Thrall World planet specialization Decision slave colony.png Thrall Worlds technology
No.pngPlanet city.png Ecumenopolis
No Districts or Buildings
At least 1 pop from a fully enslaved species
This entire world is purpose-built to maximize the growth rate of its enslaved population through a variety of reproductive incentives.
Decision arcology project.png Arcology Project Minerals.png 20000
Influence.png 200
Time 3600 Days
Increases Housing, Resource Production and Pop Growth
Enables Arcology Districts
Disables construction of Generator, Mining and Agriculture Districts
Ap arcology project.png Arcology project ascension perk
District city.png All District slots filled with City Districts
Tile Blocker.png All Blockers removed
An unceasing stretch of arcologies will unite the planet from pole to pole, creating one global megacity, one ecumenopolis.
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
Exhibit the stirring art monument created for our nation by the Artisan Troupe. It is sure to delight and inspire our citizens.
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 The local drive on this hub is running Numa's Divine Algorithm add-on for improved energy production planetwide.
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
Atmospheric scrubbers lend the air on this planet a quality of minty freshness.
Decision resources.png Trium Bunk Beds Deployment None Bunk Beds Deploymed modifier added for 960 months, giving the following effects:
  • Housing.png +10% Housing
Vengralian Trium caravan deal
One use only
Efficient Trium-brand stackable sleep enclosures reduces housing needs on this world.
Decision resources.png Trium Food Container Deployment None Food-Preserving Containers Deploymed 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
The use of Trium-brand food storage containers reduces food waste on this world.
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 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 Declare this to be a sacred place, consecrated in the traditions of our faith. Pilgrims will travel from afar to rejoice in its holy aura.

Planet specialization[edit]

Each planet can be specialized by focusing on one type of District or Building or by using certain Decisions. Specialized planets have small bonuses compared to a balanced colony. The specialisation is picked similar to AI personalities and Government Type - weights are added and the highest-weight option is picked.

Some types (like Colony, Habitat and Capital World) are effectively hardcoded thanks to extremely high weights. However the selection of other types can be manipulated via careful selection of districts and buildings, up to certain thresholds. Unless mentioned otherwise, all classes start at weight 0 and appropriate Buildings and Districts will add to that weight.

Specialization Effects Weight/Requirements Description
Job colonist.png Colony None 10 base
  • x0.2 if Upgraded Capital and > 9 pops
A balanced settlement and a bold new frontier.
Empire capital.png Empire Capital
  • Stability.png +5 Stability
  • Amenities.png +10 Amenities
  • Mod pop government ethic attraction.png +100% Governing Ethics Attraction
  • 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
  • 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
  • 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 gas refiner.png Urban World
  • Mod pop resource output.png +2.5% Specialist Output
  • +0.75 per City district (up to 20)
  • +0.75 per Arcology District (up to 20; Arcology only)
A densely populated world where one glowing metropolis leads almost directly into the next.
Job gas refiner.png Nest World
  • Mod pop resource output.png +2.5% Complex Drone Output
  • +0.75 per Hive District (up to 20)
A teeming planet-wide network of bustling hives crisscross this world.
Job gas refiner.png Machine Nexus
  • Mod pop resource output.png +2.5% Complex Drone Output
  • +0.75 per Nexus District (up to 20)
A mechanical network of thousands of unit service and repair facilities dominate this planet's surface.
Job farmer.png Agri-World
  • Pop resource food mult.png +5% Food Output
  • +1 per Farming District (up to 20)
  • +1 Food Processor
  • +2 Food Processor Mk2
  • +1 per Hydroponics Farm (up to 10)
Picturesque pastoral landscapes featuring flourishing crops are effaced only minutely by the ever-present scent of fertilizer.
Job miner.png Mining World
  • Pop resource minerals mult.png +5% Minerals Output
  • +1 per Mining District (up to 20)
  • +1 Mineral Processor
  • +2 Mineral Processor Mk 2
  • +1 per Crystall Mine (up to 10)
Strip mines, quarries, boreholes, and heavy machinery dominate this planet's surface.
Job technician.png Generator World
  • Pop resource energy mult.png +5% Energy Output
  • +1 per Generator District (up to 20)
  • +1 Energy Processor
  • +2 Energy Processor Mk2
Nigh-endless complexes of generator plants hum and glow on this planet.
Job livestock.png Rural World
  • Mod pop resource output.png +2.5% Worker Output
  • +0.75 per Farming District (up to 20)
  • +0.75 per Mining District (up to 20)
  • +0.75 per Generator District (up to 20)
  • 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 World Mod pop resource output.png +2.5% Menial Drone Output
  • +0.75 per Farming District (up to 20)
  • +0.75 per Mining District (up to 20)
  • +0.75 per Generator District (up to 20)
  • Gestalt consciousness.png Gestalt Consciousness
This planet is a sparsely populated world on the fringes of the collective.
Job researcher.png Tech-World
  • Research.png +5% Research Output
  • +2 per Science Lab Mk 1 (up to 10)
  • +2.25 per Science Lab Mk 2 (up to 10)
  • +2.5 per Science Lab Mk 3 (up to 10)
This worlds is a seat of scientific research and technological advancement.
Job soldier.png Fortress World
  • Damage -10% Orbital Bombardment Damage
  • Mod army damage mult.png +10% Defense Army Damage
  • +2 per Stronghold (up to 10)
  • +2.5 per Fortress (up to 10)
Dominated by planetary defenses, bunkers and strongholds, foreign invasion and civil unrest will prove difficult on this world.
Job foundry.png Forge World
  • Alloys.png +5% Alloys Output
  • +2 per Foundry Mk1 (up to 10)
  • +2.25 per Foundry Mk2 (up to 10)
  • +2.5 per Foundry Mk3 (up to 10)
  • +1 per Arms Industry District (up to 20; Arcology Only)
The heat of alloy foundries can be felt almost everywhere on this planet.
Job artisan.png Industrial World
  • Consumer goods.png +5% Artisans Output
  • +2 Per Civilian Factory Mk1 (up to 10)
  • +2.25 per Civilian Factory Mk 2 (up to 10)
  • +2.5 per Civilian Factory Mk3 (up to 10)
  • +1 per Civilian Industry District (up to 20; Arcology Only)
This planet specializes in manufactories, workshops, and civilian industries.
Job gas refiner.png Refinery World
  • Strategic.png +5% Advanced Resources Output
  • +2.5 per Refinery (up to 10)
  • +2.5 per Chemical Plant (up to 10)
  • +2.5 per Crystall Plant (up to 10)
Much of the planet surface is covered in a vast network of pipes, refineries, and distilleries. Try not to inhale too deeply.
Job entertainer.png Resort World
  • Mod habitability.png +100% Habitability
  • Job clerk.png +1 Clerk job per 2 Pops
  • No.png Cannot support Districts
  • Other Empire Colonies:
    • Amenities.png +15% Amenities
    • Mod planet migration all pull.png +15% Immigration Pull
Create Resort World Decision Landscaped to perfection and featuring a fully customizable global weather control system, every facet of this world's design is devoted to providing a wide range of vacation options for citizens in need of relaxation.
Job criminal.png Penal Colony
  • Job criminal.png +100% Crime
  • Mod planet migration all pull.png +33% Immigration Pull
  • Other Empire Colonies:
    • Job criminal.png -25% Crime
Create Penal Colony Decision This world is filled with strictly controlled criminals, paying off their debt to society in labor camps. For many, the debt will never be repaid.
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
  • Yes.png Can build Slave Huts Buildings
Create Thrall-World Decision This world is purpose-built to maximize the growth rate of its enslaved population.
Spaceport 1.png Habitat None Habitat An artificial deep-space arcology.
Job colonist.png Fallen Empire Colony Stability.png +5 Stability
  • Not Capital
  • Fallen Empire
Though its empire may be in decline, the level of technological advancement on this world is astounding.
Empire capital.png Fallen Empire Capital Stability.png +10 Stability
  • Capital world
  • 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 Pre-FTL civilization A primitive planet that is home to a pre-FTL society.
Job purge.png Contingency World None Contingency This planet has been taken over by the Contingency.
Job purge.png Infested World None Successful Prethoryn infestation This planet has been infested by the Prethoryn Scourge.

References[edit]

Game concepts
Governance CrimeEmpireEthicsGovernmentPoliciesEdictsLeaderFactionsPopulationSpecies rightsTraditions
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary managementEconomyTechnologyConstructionStarbaseShip
Diplomacy DiplomacyTradeSubject empireFederationsAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs