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Planetary management

(Redirected from Stability)

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This article has been verified for the current PC version (2.7) of the game.
Low Stability on a humanoid planet

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.

Contents

StabilityEdit

Stability is a measure of the overall stability of a world, either socio-political or in terms of drone functionality, and is influenced by a large number of factors such as happiness, housing, amenities and crime or deviancy.

Stability effectsEdit

Stability 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.

Low Stability can give a planet one of the following modifiers once every 2 years. Modifiers that require Slaves can be removed instantly by discontinuing Slavery.

Modifier Effects Duration Required Stability Requires Slaves Description
  Valiant Citizens   +33% Governing Ethics Attraction 20 years 25   Despite high Unrest, Pops on this colony banded together to prevent further violence.
  Unrest   +100% Random Ethic Attraction 20 years 25   Unrest on this colony caused local Pops to become more attracted to a random ethic.
  Terror Victims   −33% Governing Ethics Attraction 20 years 25   Unrest on this colony caused Pops to be victimized in a terror attack and lose faith in the regime.
  Terror Victims (Severe)   −75% Governing Ethics Attraction 10 years 25   Unrest on this colony caused Pops to be victimized in a terror attack and lose faith in the regime.
  Slaves Radicalizing   −20 Stability 20 years 40   Radical Slave elements are rallying, spreading unrest.
  Hunger Strike   −50% Slave Output
  −50% Slave Upkeep
5 years 25   It's hard to work when you're doubled over from hunger pangs.
  Slave Riots   −1000% Slave Output
  −50% Pop Growth Speed
  −50% Army Build Speed
  −50% Planet Build Speed
10 years 10   Slave Riots inhibit population growth.

RebellionEdit

If a colony's Stability decreases below 10, a rebellion can take place. If the rebel armies are defeated the world will get +20   Stability for 10 years. If the rebel armies win the rebel colony will take control of the system's starbase and every other colony present in the system and create a rebel empire with −100   Opinion. This empire will often be annexed by a hostile empire nearby.

Type Armies Rebel ethics Requirements
Slave Rebellion 2   Slave Armies for every enslaved Pop   Fanatic Egalitarian   Slaves Radicalizing modifier
Rebellion 1   Assault Army for every pop Population's current ethics    Slaves Radicalizing modifier

Increasing StabilityEdit

Normal empires primarily increase Stability by having a high Approval Rating or using the   Declare Martial Law decision and having enough   Soldier jobs.   Gestalt Consciousness empires primarily increase Stability by having a high number of   Amenities or using the   Deploy Hunter-Killer Drones or   Activate Compliance Protocols decisions and having enough   Warrior Drone jobs. Empires with the   Byzantine Bureaucracy civic can also gain it from   Bureaucrat jobs.

Stability can also be increased by the following:

Source Stability
  Empire Capital +5
  Noble job +5
  Police State civic +5
  Shared Burdens civic +5
  Information Quarantine edict +5
  Utopian Dream / Collective Reasoning tradition +5
  Deep Space Black Site starbase building +5
  The Greater Good resolution 5 +5
  Psi Corps building +5
  Governor's Palace building +5
  Governor's Estates building +10
  Pacifist ethic +5
  Fanatic Pacifist ethic +10
  Psychic governor trait +5
  Chosen One governor trait +10
  Oracle governor trait +10
  Negotiate with Crime Lords decision +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.

DecisionsEdit

Decisions represent planet-wide undertakings.

Decision Cost Effects Requirements
  Distribute Luxury Goods   100 per 10 pops
(max 1000)
Luxuries Distributed modifier added for 120 months, giving the following effects:
  •   +25% Amenities
  •   +25% Immigration Pull
   Gestalt Consciousness
  Launch Anti-Crime Campaign   25 Anti-Crime Campaign modifier added, giving the following effects:
  •   +10 Enforcer Crime Reduction
  •   +2 Enforcer Upkeep

Can be ended at any time.

 Crime higher than 10
   Gestalt Consciousness
  Negotiate with Crime Lords   50 Crime Lord Deal modifier added, giving the following effects:
  •   +10 Stability
  •   +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:

  •   −10 Stability
 Crime higher than 10
   Gestalt Consciousness
  Expel Excess Population   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:
  •   −10 Stability
  Housing is less than 0
  Population Controls policy is set to Allowed
   Population Expelled modifier
  Declare Population Controls   25 Declared Population Controls modifier added, giving the following effects:
  •   −100% Pop Growth
  •   −5 Stability
  •   +100 Emigration Push

Can be ended at any time.

  Population Controls policy is set to Allowed
   Gestalt Consciousness
  Discourage Planetary Growth   25 Growth Discouraged modifier added, giving the following effects:
  •   −75% Pop Growth Reduction
  •   +25% Pop Amenities Usage
  •   +25% Pop Upkeep
  •   +100 Emigration Push

Can be ended at any time.

  Population Controls policy is set to Prohibited
   Gestalt Consciousness
  Cease Robot Assembly   25 Robot Assembly Ceased modifier added, giving the following effects:
  •   −100% Robotic Pop Assembly Speed
  •   −75% Pop Assembly Cost

Can be ended at any time.

  Robotic Workers policy is set to Allowed
  Cease Drone Production   25 Drone Population Controls modifier added, giving the following effects:
  •   −100% Pop Growth

Can be ended at any time.

  Gestalt Consciousness
  Declare Martial Law   50 Martial Law modifier added, giving the following effects:
  •   +2 Soldier Jobs
  •   +5 Stability from Soldier Jobs
  •   −33% Job Resource Output
  •   −50% Pop Growth

Can be ended at any time.

   Gestalt Consciousness
  Deploy Hunter-Killer Drones   50 Hunter-Killer Drones modifier added, giving the following effects:
  •   +2 Warrior Drone Jobs
  •   +5 Stability from Warrior Drone Jobs
  •   −33% Job Resource Output
  •   −50% Pop Growth

Can be ended at any time.

  Hive Mind
  Activate Compliance Protocols   50 Compliance Protocols modifier added, giving the following effects:
  •   +2 Warrior Drone Jobs
  •   +5 Stability from Warrior Drone Jobs
  •   −33% Job Resource Output
  •   −50% Pop Growth

Can be ended at any time.

  Machine Intelligence
  Planetary Prospecting   500
  25
  180 Days
Adds a random Planetary Feature to the planet   Adaptability Tradition finished
Once per Planet
  Mastery of Nature   2000
  100
  360 Days
Mastery of Nature modifier added, giving the following effects:
  •   +2 Max Districts
  Mastery of Nature ascension perk
   Mastery of Nature modifier
Must be a planet
  Upgrade Habitat   1000
  720 Days
  +2 Habitat Size   Habitat Expansion technology
  Size 4 Habitat
  Galactic Market Hub Nomination   1000
  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. Form the Galactic Market Resolution
Number of Pops is greater than 20
  Boost Nomination Bid   2000
  300
Augment the planet's Base Marketplace Competition Rating with additional measures. Usable up to 2 times.   Galactic Market Hub Nomination
  Revoke Nomination   10 Base Marketplace Competition Rating modifier removed. Prior Investments will not be returned.   Galactic Market Hub Nomination
  Create Penal Colony   100 Adds the Penal Colony Designation
  •   -25% Crime to all other Empire Colonies
  •   +100% Crime to this Colony
  •   +33% Immigration Pull to this Colony
  Penal Colonies technology
  Planet Size 15 or greater
  Create Resort World   100 Adds the Resort World Designation   Resort Worlds technology
  Planet Size 15 or greater
  No Districts or Buildings
  Create Thrall-World   100 Adds the Thrall-World Designation, which has the following effects:
  •   +50% Pop Growth Speed
  • Free Pops can no longer grow
  • Disables construction of City Districts and most Buildings
  • Capital building is changed to a Governor's Palace
  • Allows construction of Slave Huts
  • Resource districts can be rebuilt after applying this Decision
  Thrall-Worlds technology
  At least 1 pop from a fully enslaved species
   Ecumenopolis
   Habitat
 existing Districts or Buildings
  Restore Ecumenopolis   20000
  200
  3600 Days
The planet is terraformed into an Ecumenopolis and gains the   Former Relic World Planetary Feature   Relic World
  Anti-Gravity Engineering technology
  All Blockers removed
   Gestalt Consciousness
  Exhibit Art Monument   15 Days Art Monument Exhibited modifier added, giving the following effects:
  •   +15% Amenities
  •   +50 Immigration Pull

Can be ended at any time but not reused.

Bought for   600 from Artisan Enclave
One use only
  Transplant Tree of Life   500
  180 Days
Adds a   Tree of Life Sapling Planetary Feature   Tree of Life Origin
   Tree of Life Sapling Planetary Feature
  Consume World   360 Days Creates 1-2   Lithoid Devastation blockers and 10-20   Devastation and destroys a district if any exists but will grant 300-2500   Minerals, 300-1500   Alloys or a pop.   Terravore civic
  Arcology Project   20000
  200
  3600 Days
The planet is terraformed into an Ecumenopolis   Arcology project ascension perk
  All District slots filled with City Districts
  All Blockers removed
  Implement Divine Algorithm   50
  360 Days
Divine Algorithm modifier added for 120 months, giving the following effects:
  •   +10% Energy from Jobs
  •   +1 Tech-Drone Job
  Numistic Order caravan deal
  Trium Atmospheric Deodorizer Deployment None Atmospheric Deodorizer Deployed modifier added for 960 months, giving the following effects:
  •   +30% Immigration Pull
  •   +10% Pop Growth from Immigration
  Vengralian Trium caravan deal
One use only
  Trium Bunk Beds Deployment None Bunk Beds Deployed modifier added for 960 months, giving the following effects:
  •   +10% Housing
  Vengralian Trium caravan deal
One use only
  Trium Food Container Deployment None Food-Preserving Containers Deployed modifier added for 960 months, giving the following effects:
  •   −10% Pop Food Upkeep
  Vengralian Trium caravan deal
One use only
  Send Artifacts to Museum Exhibits   2 Artifact Exhibition modifier added for 120 months, giving the following effects:
  •   +20% Culture Worker Output
   Gestalt Consciousness
   Corporate Authority
  Initiate Performance Competition   2 Performance Competition modifier added for 120 months, giving the following effects:
  •   +10% Executive Output
  •   +10% Manager Output
  Corporate Authority
  Incorporate Artifact Relays   2 Artifact Relays modifier added for 120 months, giving the following effects:
  •   Synapse Drones on the planet provide +1% Menial Drone Output and +2 Stability
  •   Coordinators on the planet provide +1% Menial Drone Output and +2 Stability
  Gestalt Consciousness
  Send Artifacts to Organic Sanctuaries   2 Artifact Exhibition modifier added for 120 months, giving the following effects:
  •   +10% Bio-Trophies Output
  Rogue Servitor
  Nu-Baol Life-Seeding None Planet is terraformed into a Gaia World and populated with 4 Nu-Baol pops that have the   Agrarian,   Communal,   Venerable,   Delicious and   Slow Breeders traits and   Pacifist ethics. If done on Grunur Prime, its features are rerolled.
  •   The Last Baol relic activation
  • Must be a natural planet[1]
  Deploy Tissue Growth Stimulants   200 Tissue Growth Stimulants modifier added for 120 months, giving the following effects:
  •   +10% Pop Growth Speed
  •   −10% Happiness
  •   −5 Stability
  City of Bones Excavation complete
   Machine Intelligence
  Construct Explosive Fungiform Housing Units   500 Explosive Fungiform Housing modifier added, giving the following effects:
  •   −10% Pop Housing Usage
  City of Bones Excavation complete
  Machine Intelligence
  Initiate Yuht Cleansing Process   500 Yuht Cleansing modifier added, giving the following effects:
  •   +10% Habitability
  •   +50 Devastation
  Delve into the Secrets of the Yuht Special Project
  Project Cornucopia   500
  25
  180 Days
Adds a   Project Cornucopia Planetary Feature   Industrial Development Resolution 5
  Extradimensional Experimentation   500 Extradimensional Experimentation modifier added, giving the following effects to Advanced Research Complexes:
  •   +1 Dimensional Portal Researcher
  •   +1 Zro upkeep

Can be ended at any time.

  Unchained Knowledge Resolution 5
  Consecrate World   50 Adds this world to our canon of Consecrated Worlds (up to 3). Applies an empire wide bonus to Spiritualist Ethics Attraction,   Unity Generation, and   Amenities Generation, scaling to the spiritual significance of the planet.
  Consecrated modifier   Unity   Amenities   Spiritualist Ethic Attraction Chance
Holy World +8% +4% +8%
Venerated +6% +3% +6%
Respected +4% +2% +4%
Profane +2% +1% +2%

Can be canceled at any time, and the result will be re-rolled every time the decision is enacted.

  Consecrated Worlds ascension perk
   Habitat
   Ringworld

Crime and DeviancyEdit

Crime and Deviancy are measures of the overall level of non-compliance in the population of a world. Crime and Deviancy are produced by any Pop, ranging from 0 at 100%   Happiness to +2 at 0%   Happiness. While Unemployment does not increase Crime or Deviancy it can add modifiers that cause them if measures aren't taken. Crime and Deviancy are reduced by certain Jobs as well as Governor leaders.

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.

Modifier Effects Duration Requirements Description
Criminal Underworld
  •   +15 Crime
  •   +1 Criminal Job
  •   +1 Criminal Job per 33 Crime
Permanent 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
Permanent 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
Permanent 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
Permanent 30   Crime and Criminal Underworld modifier The world has become a major center of drug trade. Illegal narcotics and 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
Permanent 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
Permanent 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.
Crime Boss Arrested   −30 Crime 10 years Criminal Underworld modifier An important crime boss was recently arrested on this world, crippling a major criminal organization.
Bribed Officials   −20 Stability 10 years 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 10 years Criminal Underworld modifier This world is currently experiencing a crime wave.
Smuggler Activity   −20% Trade Value 10 years 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 10 years Criminal Underworld modifier The illegal use of dangerous and highly addictive drugs is widespread on this world.
Cartel War   −20 Stability 10 years Center of Drug Trade modifier The powerful drug cartels that have carved up this world between themselves are currently fighting a low-intensity war.
Travel Advisory   −20% Trade Value 10 years 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.
Corrupt Administration   −20 Stability 10 years 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 10 years Mob Rule modifier The mobsters who rule this world have implemented an extensive protection racket.
Trade Pilfering   −20% Trade Value 10 years 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.
Deviant Ringleader Killed   −30 Deviancy 10 years Drone Deviancy modifier An important ringleader among the deviant drones of this world was recently terminated.
Deviant Interference   −30 Stability 10 years Drone Deviancy modifier Deviant drones are interfering with our facilities on this world.
Corrupt Network Terminated   −30 Deviancy 10 years Drone Corruption modifier A virus recently terminated one of the corrupt drone networks on this world.
Drone Signal Interference   −30 Stability 10 years Drone Corruption modifier Signals from the corrupted drone networks on this world are interfering with the functionality of our loyal units.

If a Branch Office belonging to an empire with the   Criminal Heritage civic is open on a planet with 0 Crime there is a 5% chance that the Branch Office will be closed. The same empire cannot close another Branch Office for 10 years but the   Corporate empire will not be able to establish another Branch Office on the same world for 10 years either.

Branch OfficesEdit

Empires that have   Corporate authority can always establish a Branch Office on another empire's worlds as long as the world owner has a Commercial Pact or Federation with the corporation empire or is their Subject. Branch Offices give the Corporate empire   Energy Credits equal to half of the world's   Trade Value, regardless of either empire's Trade Policy. It also increases the Corporate empire's Empire Sprawl by 2. The amount of converted   Trade Value can be increased by +10% by the   Free Traders civic.

Establishing a Branch Office costs 1000   Energy Credits and 50   Influence. The cost is reduced to 850   Energy Credits and 43   Influence for empires that took the   Universal Transactions ascension perk. Branch Offices cannot be established on the worlds of an empire with   Corporate,   Hive Mind or   Machine Intelligence authority.

For every 25   Pops on the world the Corporate empire can construct a mutually beneficial Corporate Building in the Branch Office, which gives a flat resource income to the Corporate empire and Jobs or planet bonuses to the world owner. A world can have up to 4 Corporate Buildings.

Branch Offices can be closed at any point. If a Branch Office exists on a world after a   Commercial Pact or   Federation is left or the Subject becomes independent the world's owner will get the Expropriation Casus Belli.

Corporate building Planet bonus Corporate empire bonus Upkeep Cost Time Requirements Description
  Amusement Megaplex   +10 Amenities   +10 Energy   800 Minerals   480 Days Planet Unique A magical place where dream can become reality, this megaplex features wholesome, corporate-sanctioned fun for the entire family unit.
  Commercial Forum   +1 Merchant Jobs   +25% Branch Office Value   −3   800 Minerals   480 Days Planet Unique Movers and shakers, local economic leaders, and other important figures can meet with corporate representatives here in a relaxed, soothing environment ideal for the creation of new business deals.
  Fast Food Chain   +1 Farmer Jobs   +10 Food   −2   500 Minerals   360 Days
  •    Relic World
  •    Hive World
  •    Machine World
Affordable, fast, and with a perfectly acceptable nutritional value. Zero toxins* and zero hassle!
* Food may contain traces of potassium benzoate, nitric acid, dark matter, soylent green and liquid smoke.
  Mercenary Liaison Office   +1 Soldier Jobs
  +100 Army Starting Experience
  +10 Naval Capacity   −2   500 Minerals   360 Days This office allows locals to sign up for the exciting life of a corporate soldier of fortune. Generous compensation, limited health insurance and stories of adventure ensure a steady stream of recruits.
  Private Military Industries   +2 Clerk Jobs   +3 Alloys   −2   500 Minerals   360 Days These planet-based corporate factories produce and assemble a variety of components that are vital in starship construction.
  Private Mining Consortium   +1 Miner Jobs   +10 Minerals   −2   500 Minerals   360 Days
  •    Ecumenopolis
  •    Hive World
  •    Machine World
A private mineral extraction company owned by a megacorporation. It employs local miners to access the planet's wealth.
  Private Research Enterprises   +2 Clerk Jobs   +6 Research Output   −3   800 Minerals   480 Days Planet Unique In these state-of-the-art facilities, private tech-enterprises carry out important R&D on behalf of their parent company.
  Public Relations Firm   +2 Clerk Jobs   +6 Unity   −3   800 Minerals   480 Days Planet Unique Misconceptions and suspicions are always floating around any large corporate entity. It is in the public's interest to hear out all sides of any dispute, and this PR firm makes it their business to get their employer's point across.
  Virtual Entertainment Studios   +2 Clerk Jobs   +6 Consumer Goods   −2   500 Minerals   360 Days Using nano-transaction systems and neuro-chemical retention algorithms, these development houses bring the latest in virtual entertainment software into the homes and lives of billions of sapient consumers.
  Temple of Prosperity   +2 Prosperity Preacher Jobs
  +50% Spiritualist Ethics Attraction
  −2   500 Minerals   360 Days
  •   Gospel of the Masses civic
  • Planet Unique
A high-security temple that spreads the gospel of the Megachurch that built it.
  Corporate Embassy   +2 Clerk Jobs   +10% Diplomatic Weight from Economy   −3   800 Minerals   480 Days
  •   Xeno Diplomacy tech
  • Planet has at least 50   Pops
  • Planet Unique
Diplomacy is just advertising to governments instead of to the customer. This office analyzes local customs and trends to more efficiently target our efforts.
  Executive Retreat   +5% Trade Value   +10% Empire Amenities
  •   1000 Minerals
  •   50 Exotic Gases
  600 Days
  •   Executive Leisure Program tech
  • Planet has at least 50   Pops
  • Planet Unique
A luxurious resort complex for high ranking corporate officers. Here they can sample the local planetary culture in a high security environment.
  Xeno-Outreach Agency   +5% Trade Value   +25% Immigration Pull
  •   1000 Minerals
  •   50 Rare Crystals
  600 Days
  •   Xeno Outreach Agencies tech
  • Planet has at least 50   Pops
  • Planet Unique
This corporate agency promotes a wide variety of interstellar tourist attractions, as well as offering employment packages and signing bonuses to potential emigrants interested in relocating to corporate space.

Criminal HeritageEdit

Empires with the   Criminal Heritage can establish Branch Offices without the need of a   Commercial Pact. Their Branch Offices generate additional   Energy Credits based on the world's   Crime value, ranging from 25% of trade with 0   crime to 75% with 100   crime. Such empires do not have access to the regular Corporate Buildings aside from the Temple of Prosperity, instead using a unique set of Corporate Buildings that increases a planet's   Crime.

The world owner will get the Expropriation Casus Belli as soon as such a Branch Office is opened.

Corporate building Planet effect Corporate empire bonus   Planet Crime Upkeep Cost Time Requirements Description
  Bio-Reprocessing Plants   +5 Trade Value   +10 Food +25   −2   500 Minerals   360 Days
  •    Relic World
  •    Hive World
  •    Machine World
Underground facilities where disloyal employees and other forms of unsavory bio-matter are reprocessed into ready-to-eat food products.
  Concealed Drug Labs   +5 Trade Value   +6 Consumer Goods +25   −2   500 Minerals   360 Days Subterranean drug clubs in remote regions that are virtually undetectable from the surface. Chemists work day and night here to produce various illegal, highly addictive and quite lucrative narcotics.
  Illicit Research Labs   +2 Clerk Jobs   +6 Research Output +40   −3   800 Minerals   480 Days Planet Unique All manner of highly illegal R&D is carried out in these secret laboratories.
  Pirate Free Haven   +1 Soldier Jobs
  +100 Army Starting Experience
  +10 Naval Capacity +40   −2   500 Minerals   360 Days A secluded and hidden city on the planet's surface, where pirates and other lowlifes can congregate to repair their ships and trade stories.
  Smuggler's Port   +1 Merchant Jobs   +25% Branch Office Value +50   −3   800 Minerals   480 Days Planet Unique An unauthorized spaceport that remains off the records thanks to secrecy and generous bribes. Large volumes of illegal cargo passes through here every day.
  Syndicate Front Corporations   +2 Clerk Jobs   +6 Unity +40   −2   800 Minerals   480 Days Planet Unique These above-the-board businesses allow the local criminal syndicate to operate behind a veneer of upstanding legality.
  Underground Clubs   +10 Amenities   +10 Energy +40   800 Minerals   480 Days Planet Unique These illegal entertainment clubs will satisfy any vice. As night descends, they are open for business in the planet's seedier districts.
  Wildcat Mining Operations   +5 Trade Value   +10 Minerals +25   −2   500 Minerals   360 Days
  •    Ecumenopolis
  •    Hive World
  •    Machine World
Illegal, highly unsafe mining operations operated by the destitute and the desperate, who toil away in the vain hopes of striking it rich.
  Wrecking Yards   +5 Trade Value   +3 Alloys +25   −2   500 Minerals   360 Days Stolen vessels and prize ships brought in by pirates are broken into scrap here. Any valuable components and alloys are carefully salvaged.
  Disinformation Center   +2 Clerk Jobs
  −50% Governing Ethics Attraction
  +10% Diplomatic Weight from Economy +40   −3   800 Minerals   480 Days
  •   Xeno Diplomacy tech
  • Planet has at least 50   Pops
  • Planet Unique
Through targeted advertisements and propaganda, we can control opinion and make the people agree with our version of the truth.

ReferencesEdit

  1. Not Ecumenopolis, Machine World, Relic World, Hive World, habitat, or ringworld.
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