Planetary management

From Stellaris Wiki
Jump to navigation Jump to search

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.

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 for 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 Regular Jobs Auth hive mind.png Hive Mind Jobs Auth machine intelligence.png Machine Intelligence Jobs Planet class Description
District generator.png Generator District Job technician.png Technician: +2 Job technician.png Tech-Drone: +3 Job technician.png Tech-Drone: +2 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 Job miner.png Mining Drone: +3 Job miner.png Mining Drone: +2 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 Job farmer.png Agri-Drone: +3 Job farmer.png Agri-Drone: +2 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 and Civic agrarian idyll.png Agrarian Idyll empires cannot create Ecumenopolis worlds themselves but can use conquered ones.

  • Upkeep: Energy Credits.png -5
  • Time: Time 600
  • Cost: Minerals.png 900
District Regular Jobs Auth hive mind.png Hive Mind Jobs Auth machine intelligence.png Machine Intelligence Jobs Housing.png Description
District arcology housing.png Residential Arcology Job clerk.png Clerk: +5 Job maintenance drone.png Maintenance Drone: +2 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 Job foundry.png Foundry Drone: +10 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 Job artisan.png Artisan Drone: +10 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 culture worker.png Culture Worker: +5
  • (default) Job entertainer.png Entertainer: +5
  • Civic warrior culture.png Job duelist.png Duelist: +5
No.png No.png 10 Where denizens of the ecumenopolis unwind in their leisure hours.

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 culture worker.png Culture Worker: +1
  • (default) Job entertainer.png Entertainer: +2
  • Civic warrior culture.png Job duelist.png Duelist: +2
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.

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 Deploy Hunter-Killer Drones Influence.png 50 Hunter-Killer Drones 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.

Auth hive mind.png Hive Mind Through the deployment of specialized warforms the Hive Mind can ensure that rogue elements on the planet are found and dealt with.
Decision martial law machine.png Activate Compliance Protocols Influence.png 50 Compliance Protocols 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.

Auth machine intelligence.png Machine Intelligence Through the use of extensive drone surveillance the Machine Intelligence 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.

Specialization Effects Weight/Requirements Description
Job colonist.png Colony None 10 base
  • ×0.2 if upgraded capital and at least 10 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
  • No.pngGestalt consciousness.png Gestalt Consciousness
  • +0.75 per City district (up to 20)
  • +0.75 per Housing Arcology (up to 20)
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
  • Auth hive mind.png Hive Mind
  • +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
  • Auth machine intelligence.png Machine Intelligence
  • +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% Farmers Output
  • +1 per Agriculture district (up to 20)
  • +1 Food Processing Facilities
  • +2 Food Processing Centers
  • +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% Miners output
  • +1 per Mining district (up to 20)
  • +1 Mineral Purification Plants
  • +2 Mineral Purification Hubs
  • +1 per Crystal Mines (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% Technicians output
  • +1 per Generator District (up to 20)
  • +1 Energy Grid
  • +2 Energy Nexus
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
  • No.pngGestalt consciousness.png Gestalt Consciousness
  • +0.75 per Farming District (up to 20)
  • +0.75 per Mining District (up to 20)
  • +0.75 per Generator District (up to 20)
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
  • Gestalt consciousness.png Gestalt Consciousness
  • +0.75 per Farming District (up to 20)
  • +0.75 per Mining District (up to 20)
  • +0.75 per Generator District (up to 20)
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 Research Lab (up to 10)
  • +2.25 per Research Complexes (up to 10)
  • +2.5 per Advanced Research Complexes (up to 10)
This world 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 Alloy Foundries (up to 10)
  • +2.25 per Alloy Mega-Forges (up to 10)
  • +2.5 per Alloy Nano-Plants (up to 10)
  • +1 per Foundry Arcology (up to 20)
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 Industries (up to 10)
  • +2.25 per Civilian Fabricators (up to 10)
  • +2.5 per Civilian Repli-Complexes (up to 10)
  • +1 per Industrial Arcology (up to 20)
This planet specializes in manufactories, workshops, and civilian industries.
Job gas refiner.png Refinery World
  • Mod pop resource output.png +5% Gas Refiners output
  • Mod pop resource output.png +5% Translucers output
  • Mod pop resource output.png +5% Chemists output
  • +2.5 per Exotic Gas Refineries (up to 10)
  • +2.5 per Chemical Plants (up to 10)
  • +2.5 per Synthetic Crystal Plants (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
  • No.png Cannot support certain buildings
  • Other Empire Colonies:
    • Amenities.png +15% Amenities
    • Mod planet migration all pull.png +15% Immigration Pull
Decision resort colony.png 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
Decision penal colony.png 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
  • No.png Cannot support Specialist buildings
  • Yes.png Can build Slave Huts and Overseer Residences buildings
Decision slave colony.png 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.

Stability[edit]

Stability is a measure of the overall stability of a planet, 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.

Stability effects[edit]

Stability ranges from 0 to 100 and has a base level of 50.

  • Each point of Stability above 50 adds +0.6% Mod pop resource output.png resources from jobs, +0.6% Trade value.png Trade Value and +0.4 Mod planet migration all pull.png immigration pull.
  • Each point of Stability below 50 adds −1% Mod pop resource output.png resources from jobs, −1% Trade value.png Trade Value and +2 Mod planet migration all pull.png emigration push.
  • At very low Stability, organic pops (excluding Hive-minded.png Hive-Minded or Nerve Stapled.png Nerve Stapled pops) and sentient Trait mechanical.png Mechanical pops may cause unrest events.

Events[edit]

The following events can happen when the planet's Stability is below 40:

  • Slaves radicalize and add −20 Stability.png Stability for 20 years. The modifier can be removed by discontinuing slavery.

The following events can happen when the planet's Stability is below 25:

  • Helpful civilians add +33% Mod pop government ethic attraction.png Governing Ethics Attraction for 20 years.
  • A random ethic gets +100% Mod pop ethic shift.png Ethic Attraction for 20 years.
  • A terrorist attack adds −33% Mod pop government ethic attraction.png Governing Ethics Attraction for 20 years.
  • Coordinated terrorist attacks adds −75% Mod pop government ethic attraction.png Governing Ethics Attraction for 10 years.
  • A slave sabotage adds +30% Devastation.png Devastation. (Only if the planet has slaves on it)

If a planet's Stability decreases below 10, the following events have a chance to happen:

If the planet has slaves on it, the following events may trigger:

  • Slaves riot, All resource production of slave jobs is halted and the planet gains a −50% Mod pop growth req.png penalty to Pop Growth Speed, Mod army build speed mult.png Army Build Speed and Mod planet building build speed mult.png Planet Build Speed for 10 years. The modifier can be removed immediately by discontinuing slavery.
  • Slave Rebellion. The planet's slave population will revolt, spawning 3 Army slave.png slave armies for every enslaved pop, which will proceed to attack all defense armies present. If the slave armies are defeated the world will get +20 Stability.png Stability for 10 years. If the slaves win they will take control of the system's starbase and every other colony present in the system and create a Fanatic Egalitarian.png Fanatic Egalitarian rebel empire with a temporary −100 Diplomacy opinion.png Opinion.
  • Rebellion. The colony will revolt and attempt to throw off the rulership of its government. When the revolt breaks out, it will spawn one Army assault.png Assault Army for every pop on the planet, which will proceed to attack all defense armies present. If the rebel armies are defeated the world will get +20 Stability.png Stability for 10 years. If the rebels win they will take control of the system's starbase and every other colony present in the system and create a new rebel empire with a temporary −100 Diplomacy opinion.png Opinion. The rebel empire's ethics will be determined by what ethics its population follow. For example; if the majority of the population of a revolting planet is Spiritualist.png Spiritualist, it will spawn a Fanatic Spiritualist.png Fanatic Spiritualist empire. If, on the other hand, Spiritualist.png Spiritualist pops aren't in the majority, but still make up a significant minority of the planet's population, the rebel empire will have Spiritualist.png Spiritualist as one of its ethics.

Increasing Stability[edit]

Normal empires primarily increase Stability by having a high Approval Rating or using the Decision martial law.png Declare Martial Law decision and having enough Job soldier.png Soldier jobs. Gestalt consciousness.png Gestalt Consciousness empires primarily increase Stability by having a high number of Amenities.png Amenities or using the Decision martial law hive.png Deploy Hunter-Killer Drones or Decision martial law machine.png Activate Compliance Protocols decisions and having enough Job soldier.png Warrior Drone jobs.

Stability can also be increased by the following:

Source Stability
Empire capital.png Empire Capital +5
Job noble.png Noble Jobs +5
Civic police state.png Police State civic +5
Civic shared burdens.png Shared Burdens civic +5
Sb deep space black site.png Deep Space Black Site starbase building +5
Menu icon traditions.png Finishing the Harmony or Synchronicity tradition tree +5
Building Psi Corps building +5
Building Governor's Palace building +5
Building Governor's Estates building +10
Pacifist.png Pacifist ethic +5
Fanatic Pacifist.png Fanatic Pacifist ethic +10
Leader trait psionic leader.png Psychic governor trait +5
Leader trait psionic chosen one.png Chosen One governor trait +10

Stability is also increased by +10 on all human player worlds if the game difficulty is set to Cadet and by +5 all AI player worlds for each difficulty step above Ensign.

References[edit]

Game concepts