Difference between revisions of "Districts"

From Stellaris Wiki
Jump to navigation Jump to search
(Arcology districts)
(Habitat districts)
Line 277: Line 277:
 
| {{iconify|Calculator}}: {{green|+3}}
 
| {{iconify|Calculator}}: {{green|+3}}
 
| 3
 
| 3
| {{iconify|Research}} deposit on the planet
+
| {{iconify|Research}}, {{iconify|Zro}}, {{iconify|Dark Matter}}, or {{iconify|Nanites}} deposit on the planet
 
| ''Centers of scientific discovery, these habitat districts employ researchers from myriad fields of study.''
 
| ''Centers of scientific discovery, these habitat districts employ researchers from myriad fields of study.''
 
|}
 
|}

Revision as of 10:42, 12 May 2020

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 2.6.

This article is for the PC version of Stellaris only.

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

Each normal planet can support four different types of districts: a housing district and three different resource districts.

Housing

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
  • Tradition prosperity public works.png Public works tradition: Housing.png +1
  • Tech housing 1.png Weather Control Systems technology: Housing.png +1
  • Tech housing 2.png Anti-Gravity Engineering technology: Housing.png +1, Job maintenance drone.png +1 if Gestalt consciousness.png Gestalt Consciousness
District Housing.png Housing Pop job.png Jobs Government Description
District city.png City District 5 if not Civic agrarian idyll.png Agrarian Idyll
4 if Civic agrarian idyll.png Agrarian Idyll
Job clerk.png Clerk: +1 without Tradition prosperity trans stellar corporations.png Interstellar Franchising
Job clerk.png Clerk: +2 with Tradition prosperity trans stellar corporations.png Interstellar Franchising
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 on regular worlds
12 on Planet infested.png Hive World
Job maintenance drone.png Maintenance Drone: +3 on regular worlds
Job maintenance drone.png Maintenance Drone: +6 on Planet infested.png Hive World
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 5 Job maintenance drone.png Maintenance Drone: +3 Auth machine intelligence.png Machine Intelligence Centralized districts where drones are serviced and repaired before they are deployed to their work assignments.

Resource

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 and Machine Worlds. Resource districts do not generate resources per se, but rather the jobs that the district provides are the source of the resources. Agriculture Districts cannot be build on Machine Worlds.

  • Upkeep: Energy Credits.png −1
  • Time: Time 240
  • Cost: Minerals.png 300
District Housing Auth machine intelligence.png Housing Civic agrarian idyll.png Housing Regular Jobs Auth hive mind.png Hive Mind Jobs Auth machine intelligence.png Machine Intelligence Jobs Description
District generator.png Generator District +2 +3 +3 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 +2 +3 +3 Job miner.png Miner: +2 Job miner.png Mining Drone: +3 Job miner.png Mining Drone: +2 These mining towns and resource extraction centers drill deep into the mantle to access mineral deposits.
District farming.png Agriculture District +2 +3 +3 without Tech housing agrarian idyll.png Agrarian Utopias
+4 with Tech housing agrarian idyll.png Agrarian Utopias
Job farmer.png Farmer: +2 Job farmer.png Agri-Drone: +3 Job farmer.png Agri-Drone: +2 Land set aside for cultivation, either through the growing of crops or animal husbandry.

Ring World districts

Ringworlds have their own set of districts called segments. They are the most powerful district types available but also the most expensive. Each segment takes 600 days to complete. A maximum of 5 segments may be constructed on a ring section. The District city.png City Segment, District hive.png Hive Segment and District nexus.png Nexus Segment are also affected by Technologies and Traditions in the following way:

  • Tradition prosperity public works.png Public works tradition: Housing.png +10
  • Tech housing 1.png Weather Control Systems technology: Housing.png +10
  • Tech housing 2.png Anti-Gravity Engineering technology: Housing.png +10
District Housing Regular Jobs Auth hive mind.png Hive Mind Jobs Auth machine intelligence.png Machine Intelligence Jobs Cost Upkeep
District city.png City Segment 50 if not Civic agrarian idyll.png Agrarian Idyll
40 if Civic agrarian idyll.png Agrarian Idyll
Job clerk.png Clerk: +10
Tradition prosperity trans stellar corporations.pngJob clerk.png Clerk: +10
Job enforcer.png Enforcer: +1
No.png No.png Minerals.png 2000 Energy Credits.png −10
District hive.png Hive Segment 60 No.png Job maintenance drone.png Maintenance Drone: +36 without Tech housing 2.png Anti-Gravity Engineering
Job maintenance drone.png Maintenance Drone: +48 with Tech housing 2.png Anti-Gravity Engineering
No.png Minerals.png 2000 Energy Credits.png −10
District nexus.png Nexus Segment 50 No.png No.png Job technician.png Tech-Drone: +10
Job maintenance drone.png Maintenance Drone: +30 without Tech housing 2.png Anti-Gravity Engineering
Job maintenance drone.png Maintenance Drone: +40 with Tech housing 2.png Anti-Gravity Engineering
Minerals.png 2000 Energy Credits.png −10
District hab commercial.png Commercial Segment 20 Job clerk.png Clerk: +10
Job artisan.png Artisan: +5
Job merchant.png Merchant: +5
No.png No.png Minerals.png 2000
Rare crystals.png 90
Energy Credits.png −10
Rare crystals.png −2
District hab energy.png Generator Segment 20 if not Auth hive mind.png Hive Mind
30 if not Auth hive mind.png Hive Mind
No.png Job technician.png Tech-Drone: +30 Job technician.png Tech-Drone: +20 Minerals.png 2000
Rare crystals.png 90
Energy Credits.png −10
Rare crystals.png −2
District hab science.png Research Segment 20 Job researcher.png Researcher: +20 Job brain drone.png Brain Drone: +20 Job researcher.png Calculator: +20 Minerals.png 2000
Exotic gases.png 90
Energy Credits.png −10
Exotic gases.png −2
District farming.png Agricultural Segment 20 if not Civic agrarian idyll.png Agrarian Idyll
30 if Civic agrarian idyll.png Agrarian Idyll
40 with Tech housing agrarian idyll.png Agrarian Utopias
Job farmer.png Farmer: +20 Job farmer.png Agri-Drone: +30 Job farmer.png Agri-Drone: +20 Minerals.png 2000
Volatile motes.png 90
Energy Credits.png −10
Volatile motes.png −2

Arcology districts

Ecumenopolis worlds have their own set of districts called Arcologies. They provide a far larger amount of housing and jobs than planet districts but cannot produce basic resources. District arcology housing.png Residential Arcologies are affected by technology and Traditions in the following way:

  • Tradition prosperity public works.png Public works tradition: Housing.png +3
  • Tech housing 1.png Weather Control Systems technology: Housing.png +3
  • Tech housing 2.png Anti-Gravity Engineering technology: Housing.png +3
District Regular Jobs Auth hive mind.png Hive Mind Jobs Auth machine intelligence.png Machine Intelligence Jobs Housing.png Cost Upkeep
District arcology housing.png Residential Arcology Job clerk.png Clerk: +5 without Tradition prosperity trans stellar corporations.png Interstellar Franchising
Job clerk.png Clerk: +10 with Tradition prosperity trans stellar corporations.png Interstellar Franchising
Job maintenance drone.png Maintenance Drone: +9 without Tech housing 2.png Anti-Gravity Engineering
Job maintenance drone.png Maintenance Drone: +12 with Tech housing 2.png Anti-Gravity Engineering
Job maintenance drone.png Maintenance Drone: +9 without Tech housing 2.png Anti-Gravity Engineering
Job maintenance drone.png Maintenance Drone: +12 with Tech housing 2.png Anti-Gravity Engineering
15 Minerals.png 1000 Energy Credits.png −5
District arcology arms industry.png Foundry Arcology Job foundry.png Metallurgist: +10 Job foundry.png Foundry Drone: +10 Job foundry.png Fabricator: +10 10 Minerals.png 1000
Volatile motes.png 50
Energy Credits.png −5
Volatile motes.png −2
District arcology civilian industry.png Industrial Arcology Job artisan.png Artisan: +10 No.png Civic machine servitor.pngJob artisan.png Artisan Drone: +10 10 Minerals.png 1000
Rare crystals.png 50
Energy Credits.png −5
Rare crystals.png −2
District arcology leisure.png Leisure Arcology
  • Job culture worker.png Culture Worker: +5
  • Job entertainer.png Entertainer: +5 if not Civic warrior culture.png Warrior Culture
  • Job duelist.png Duelist: +5 if Civic warrior culture.png Warrior Culture
No.png No.png 10 Minerals.png 1000
Exotic gases.png 50
Energy Credits.png −5
Exotic gases.png −2

Habitat districts

Each Habitat has up to 3 District types available. A fourth one becomes available if the Habitat is built above a planet (not an asteroid) with certain resource deposits (doing this requires first demolishing any existing mining station).

  • Upkeep: Energy Credits.png −2
  • Time: Time 240
  • Cost: Minerals.png 400
District Regular Jobs Auth hive mind.png Hive Mind Jobs Auth machine intelligence.png Machine Intelligence Jobs Housing.png Requirements Description
District hab housing.png Habitation District None Job maintenance drone.png Maintenance Drone: +2 Job maintenance drone.png Maintenance Drone: +2 8 A habitat housing district provides comfortable, if compact residences for its population.
District hab commercial.png Trade District Job clerk.png Clerk: +5 No.png No.png 3 No.pngGestalt consciousness.png Gestalt Consciousness A sprawling habitat trading district where merchants and clerks conduct business.
District hab cultural.png Leisure District
  • Job culture worker.png Culture Worker: +1
  • Job entertainer.png Entertainer: +2
  • Civic warrior culture.pngJob duelist.png Duelist: +2
No.png
  • Civic machine servitor.pngJob maintenance drone.png Maintenance Drone: +1
  • Civic machine servitor.pngJob bio trophy.png Bio-Trophy: +5
3 No.pngGestalt consciousness.png Gestalt Consciousness Who needs the great outdoors, with hubs of habitat entertainment like these?
District mining.png Astro-Mining Bay Job miner.png Miner: +3 Job miner.png Mining Drone: +4 Job miner.png Mining Drone: +3 3 Minerals.png Minerals or Alloys.png Alloys deposit on the planet With no natural resources on their own, Habitats depend on these facilities to mine and process minerals from nearby asteroids and planetoids.
District hab energy.png Reactor District Job technician.png Technician: +3 Job technician.png Tech-Drone: +4 Job technician.png Tech-Drone: +3 3 Energy Credits.png Energy deposit on the planet or Gestalt 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.
District hab science.png Research District Job researcher.png Researcher: +3 Job brain drone.png Brain Drone: +3 Job researcher.png Calculator: +3 3 Research.png Research, Zro.png Zro, Dark Matter.png Dark Matter, or Nanites.png Nanites deposit on the planet Centers of scientific discovery, these habitat districts employ researchers from myriad fields of study.

District cost

District cost can be affected by the following:

Source District cost
PM Terraforming Candidate.png Colonial Remains planet modifier -25%
Trait ruler architectural sense.png Architectural Sense ruler trait -10%
Leader trait architectural interest.png Architectural Interest governor trait -10%
Menu icon policies and edicts.png Master's Teachings: The Greater Good edict -10%
Job primitive laborer.png Ecumenopolis designation -5%
PM High Gravity.png High Gravity planet modifier +10%
Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs