Difference between revisions of "Planetary management"

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Revision as of 13:33, 15 May 2020

Version

Outliner top.png
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.

Stability

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 effects

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.

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
PM Natural Beauty.png Valiant Citizens Mod pop government ethic attraction.png +33% Governing Ethics Attraction 20 years 25 No.png Despite high Unrest, Pops on this colony banded together to prevent further violence.
PM Unknown.png Unrest Mod pop ethic shift.png +100% Random Ethic Attraction 20 years 25 No.png Unrest on this colony caused local Pops to become more attracted to a random ethic.
PM Nationalist Corruption.png Terror Victims Mod pop government ethic attraction.png −33% Governing Ethics Attraction 20 years 25 No.png Unrest on this colony caused Pops to be victimized in a terror attack and lose faith in the regime.
PM Nationalist Corruption.png Terror Victims (Severe) Mod pop government ethic attraction.png −75% Governing Ethics Attraction 10 years 25 No.png Unrest on this colony caused Pops to be victimized in a terror attack and lose faith in the regime.
PM Unrest.png Slaves Radicalizing Stability.png −20 Stability 20 years 40 Yes.png Radical Slave elements are rallying, spreading unrest.
PM Starvation.png Hunger Strike Mod pop slavery tolerance.png −50% Slave Output
Mod pop food req.png −50% Slave Upkeep
5 years 25 Yes.png It's hard to work when you're doubled over from hunger pangs.
PM Slave Riots.png Slave Riots Mod pop slavery tolerance.png −1000% Slave Output
Mod pop growth req.png −50% Pop Growth Speed
Mod army build speed mult.png −50% Army Build Speed
Mod planet building build speed mult.png −50% Planet Build Speed
10 years 10 Yes.png Slave Riots inhibit population growth.

Rebellion

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.png 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 Diplomacy opinion.png Opinion. This empire will often be annexed by a hostile empire nearby.

Type Armies Rebel ethics Requirements
Slave Rebellion 2 Army slave.png Slave Armies for every enslaved Pop Fanatic Egalitarian.png Fanatic Egalitarian PM Unrest.png Slaves Radicalizing modifier
Rebellion 1 Army assault.png Assault Army for every pop Population's current ethics No.pngPM Unrest.png Slaves Radicalizing modifier

Increasing Stability

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. Empires with the Civic byzantine bureaucracy.png Byzantine Bureaucracy civic can also gain it from Job bureaucrat.png Bureaucrat jobs.

Stability can also be increased by the following:

Source Stability
Empire capital.png Empire Capital +5
Job noble.png Noble job +5
Civic police state.png Police State civic +5
Civic shared burdens.png Shared Burdens civic +5
Menu icon policies and edicts.png Information Quarantine edict +5
Tradition harmony utopian dream.png Utopian Dream / Collective Reasoning tradition +5
Sb deep space black site.png Deep Space Black Site starbase building +5
Resolution greater good.png The Greater Good resolution 5 +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
Leader trait oracle.png Oracle governor trait +10
Decision deal.png 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.

Decisions

Decisions represent planet-wide undertakings.

Decision Cost Effects Requirements
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
Decision crime.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.

Job criminal.pngCrime higher than 10
No.pngGestalt consciousness.png Gestalt Consciousness
Decision deal.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
Job criminal.pngCrime higher than 10
No.pngGestalt consciousness.png Gestalt Consciousness
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
Menu icon policies.png Population Controls policy is set to Allowed
No.pngDecision expel population.png Population Expelled modifier
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.

Menu icon policies.png Population Controls policy is set to Allowed
No.pngGestalt consciousness.png Gestalt Consciousness
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.

Menu icon policies.png Population Controls policy is set to Prohibited
No.pngGestalt consciousness.png Gestalt Consciousness
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.

Menu icon policies.png Robotic Workers policy is set to Allowed
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
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
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
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
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
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
No.pngDecision mastery of nature.png Mastery of Nature modifier
Must be a planet
Decision satellite in orbit.png Upgrade Habitat Alloys.png 1000
Time 720 Days
Planet Size.png +2 Habitat Size Tech habitat 2.png Habitat Expansion technology
Planet habitat.png Size 4 Habitat
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. Form the Galactic Market Resolution
Number of Pops is greater than 20
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
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
Decision penal colony.png Create Penal Colony Influence.png 100 Adds the Penal Colony Designation
  • Job criminal.png -25% Crime to all other Empire Colonies
  • Job criminal.png +100% Crime to this Colony
  • Mod planet migration all pull.png +33% Immigration Pull to this Colony
Decision penal colony.png Penal Colonies technology
Planet Size.png Planet Size 15 or greater
Decision resort colony.png Create Resort World Influence.png 100 Adds the Resort World Designation Decision resort colony.png Resort Worlds technology
Planet Size.png Planet Size 15 or greater
Yes.png No Districts or Buildings
Decision slave colony.png Create Thrall-World Influence.png 100 Adds the Thrall-World Designation, which has the following effects:
  • Mod pop growth req.png +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
Decision slave colony.png Thrall-Worlds technology
Slave At least 1 pop from a fully enslaved species
No.pngPlanet city.png Ecumenopolis
No.pngPlanet habitat.png Habitat
No.pngexisting Districts or Buildings
Decision arcology project.png Restore Ecumenopolis Minerals.png 20000
Influence.png 200
Time 3600 Days
The planet is terraformed into an Ecumenopolis and gains the D central spire.png Former Relic World Planetary Feature Planet nuked.png Relic World
Tech housing 2.png Anti-Gravity Engineering technology
Tile Blocker.png All Blockers removed
No.pngGestalt consciousness.png Gestalt Consciousness
Decision art monument.png Exhibit Art Monument Time 15 Days 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
Decision resources.png Transplant Tree of Life Food.png 500
Time 180 Days
Adds a D huge tree.png Tree of Life Sapling Planetary Feature Origins tree of life.png Tree of Life Origin
No.pngD huge tree.png Tree of Life Sapling Planetary Feature
Decision burning settlement.png Consume World Time 360 Days Creates 1-2 D gaseous eruption.png Lithoid Devastation blockers and 10-20 Devastation.png Devastation and destroys a district if any exists but will grant 300-2500 Minerals.png Minerals, 300-1500 Alloys.png Alloys or a pop. Civic devouring swarm.png Terravore civic
Decision arcology project.png Arcology Project Minerals.png 20000
Influence.png 200
Time 3600 Days
The planet is terraformed into an Ecumenopolis Ap arcology project.png Arcology project ascension perk
District city.png All District slots filled with City Districts
Tile Blocker.png All Blockers removed
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
  • Job technician.png +1 Tech-Drone Job
MegaCorp.png Numistic Order caravan deal
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
MegaCorp.png Vengralian Trium caravan deal
One use only
Decision resources.png Trium Bunk Beds Deployment None Bunk Beds Deployed modifier added for 960 months, giving the following effects:
  • Housing.png +10% Housing
MegaCorp.png Vengralian Trium caravan deal
One use only
Decision resources.png Trium Food Container Deployment None Food-Preserving Containers Deployed modifier added for 960 months, giving the following effects:
  • Mod pop food req.png −10% Pop Food Upkeep
MegaCorp.png Vengralian Trium caravan deal
One use only
Decision museum.png Send Artifacts to Museum Exhibits Arcane technology.png 2 Artifact Exhibition modifier added for 120 months, giving the following effects:
  • Job culture worker.png +20% Culture Worker Output
No.pngGestalt consciousness.png Gestalt Consciousness
No.pngAuth corporate.png Corporate Authority
Decision deal.png Initiate Performance Competition Arcane technology.png 2 Performance Competition modifier added for 120 months, giving the following effects:
  • Job executive.png +10% Executive Output
  • Job manager.png +10% Manager Output
Auth corporate.png Corporate Authority
Decision satellite in orbit.png Incorporate Artifact Relays Arcane technology.png 2 Artifact Relays modifier added for 120 months, giving the following effects:
  • Job synapse drone.png Synapse Drones on the planet provide +1% Menial Drone Output and +2 Stability
  • Job coordinator.png Coordinators on the planet provide +1% Menial Drone Output and +2 Stability
Gestalt consciousness.png Gestalt Consciousness
Decision museum.png Send Artifacts to Organic Sanctuaries Arcane technology.png 2 Artifact Exhibition modifier added for 120 months, giving the following effects:
  • Job bio trophy.png +10% Bio-Trophies Output
Civic machine servitor.png Rogue Servitor
Decision resort colony.png Nu-Baol Life-Seeding None Planet is terraformed into a Gaia World and populated with 4 Nu-Baol pops that have the Agrarian.png Agrarian, Communal.png Communal, Venerable.png Venerable, Delicious.png Delicious and Slow Breeders.png Slow Breeders traits and Pacifist.png Pacifist ethics. If done on Grunur Prime, its features are rerolled.
  • R baol.png The Last Baol relic activation
  • Must be a natural planet[1]
Decision resources.png Deploy Tissue Growth Stimulants Energy Credits.png 200 Tissue Growth Stimulants modifier added for 120 months, giving the following effects:
  • Mod pop growth req.png +10% Pop Growth Speed
  • Mod pop happiness.png −10% Happiness
  • Stability.png −5 Stability
Ancient Relics.png City of Bones Excavation complete
No.pngAuth machine intelligence.png Machine Intelligence
Decision resources.png Construct Explosive Fungiform Housing Units Energy Credits.png 500 Explosive Fungiform Housing modifier added, giving the following effects:
  • Mod pop housing usage.png −10% Pop Housing Usage
Ancient Relics.png City of Bones Excavation complete
Auth machine intelligence.png Machine Intelligence
Decision animal wildlife.png Initiate Yuht Cleansing Process Energy Credits.png 500 Yuht Cleansing modifier added, giving the following effects:
  • Mod habitability.png +10% Habitability
  • Devastation.png +50 Devastation
Ancient Relics.png Delve into the Secrets of the Yuht Special Project
Decision default.png Project Cornucopia Energy Credits.png 500
Influence.png 25
Time 180 Days
Adds a D mining tunnels.png Project Cornucopia Planetary Feature Resolution industrial development.png Industrial Development Resolution 5
Decision engineering research.png Extradimensional Experimentation Zro.png 500 Extradimensional Experimentation modifier added, giving the following effects to Advanced Research Complexes:
  • Job researcher.png +1 Dimensional Portal Researcher
  • Zro.png +1 Zro upkeep

Can be ended at any time.

Resolution galactic studies.png Unchained Knowledge Resolution 5
Decision consecrated worlds.png Consecrate World Influence.png 50 Adds this world to our canon of Consecrated Worlds (up to 3). Applies an empire wide bonus to Spiritualist Ethics Attraction, Unity.png Unity Generation, and Amenities.png Amenities Generation, scaling to the spiritual significance of the planet.
PM Consecrated Worlds.png Consecrated modifier Unity.png Unity Amenities.png Amenities Spiritualist.png Spiritualist Ethic Attraction Chance
Holy World +8% +4% +8%
  • 100% Planet gaia.png
  • 10% Planet arid.pngPlanet desert.pngPlanet savannah.pngPlanet continental.pngPlanet tropical.pngPlanet ocean.pngPlanet alpine.pngPlanet arctic.pngPlanet tundra.png
Venerated +6% +3% +6%
  • 40% Planet arid.pngPlanet desert.pngPlanet savannah.pngPlanet continental.pngPlanet tropical.pngPlanet ocean.pngPlanet alpine.pngPlanet arctic.pngPlanet tundra.png
  • 20% Planet barren.pngPlanet barren cold.pngPlanet frozen.pngPlanet molten.pngPlanet toxic.png
Respected +4% +2% +4%
  • 50% Planet arid.pngPlanet desert.pngPlanet savannah.pngPlanet continental.pngPlanet tropical.pngPlanet ocean.pngPlanet alpine.pngPlanet arctic.pngPlanet tundra.png
  • 70% Planet barren.pngPlanet barren cold.pngPlanet frozen.pngPlanet molten.pngPlanet toxic.png
  • 20% Planet nuked.pngPlanet gas giant.pngPlanet asteroid.png
Profane +2% +1% +2%
  • 10% Planet barren.pngPlanet barren cold.pngPlanet frozen.pngPlanet molten.pngPlanet toxic.png
  • 80% Planet nuked.pngPlanet gas giant.pngPlanet asteroid.png
  • 100% Planet city.pngPlanet infested.pngPlanet ai.pngPlanet shroud.pngPlanet ocean.pngPlanet alpine.png

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

Ap consecrated worlds.png Consecrated Worlds ascension perk
No.pngPlanet habitat.png Habitat
No.pngPlanet ringworld.png Ringworld

Crime and Deviancy

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% Mod pop happiness.png Happiness to +2 at 0% Mod pop happiness.png 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.png 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 Job enforcer.png Enforcer or Job patrol drone.png Hunter-Seeker Drone Job. All modifiers are also removed if a planet changes ownership.

Modifier Effects Duration Requirements Description
Criminal Underworld
  • Job criminal.png +15 Crime
  • Job criminal.png +1 Criminal Job
  • Job criminal.png +1 Criminal Job per 33 Crime
Permanent 30 Job criminal.png Crime or Refusing the Increased Benefits modifier This world is home to a large criminal underworld.
Drone Deviancy
  • Job criminal.png +15 Deviancy
  • Job criminal.png +1 Deviant Drone Job
  • Job criminal.png +1 Deviant Drone Job per 33 Deviancy
Permanent 30 Job criminal.png 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
  • Job criminal.png +15 Deviancy
  • Job criminal.png +1 Corrupt Drone Job
  • Job criminal.png +1 Corrupt Drone Job per 33 Deviancy
Permanent 30 Job criminal.png 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
  • Job criminal.png +30 Crime
  • Job criminal.png +3 Criminal Jobs
  • Replaces the Criminal Underworld modifier
Permanent 30 Job criminal.png 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
  • Job criminal.png +30 Crime
  • Job criminal.png +3 Criminal Jobs
  • Replaces the Criminal Underworld modifier
Permanent 30 Job criminal.png 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
  • Job criminal.png +30 Crime
  • Job criminal.png +3 Criminal Jobs
  • Replaces the Criminal Underworld modifier
Permanent 30 Job criminal.png 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 Job criminal.png −30 Crime 10 years Criminal Underworld modifier An important crime boss was recently arrested on this world, crippling a major criminal organization.
Bribed Officials Stability.png −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 Job criminal.png +30 Crime 10 years Criminal Underworld modifier This world is currently experiencing a crime wave.
Smuggler Activity Trade value.png −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 Mod pop resource output.png −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 Stability.png −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 Trade value.png −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 Stability.png −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 Mod pop resource output.png −20% Resources from Jobs 10 years Mob Rule modifier The mobsters who rule this world have implemented an extensive protection racket.
Trade Pilfering Trade value.png −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 Job criminal.png −30 Deviancy 10 years Drone Deviancy modifier An important ringleader among the deviant drones of this world was recently terminated.
Deviant Interference Stability.png −30 Stability 10 years Drone Deviancy modifier Deviant drones are interfering with our facilities on this world.
Corrupt Network Terminated Job criminal.png −30 Deviancy 10 years Drone Corruption modifier A virus recently terminated one of the corrupt drone networks on this world.
Drone Signal Interference Stability.png −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 Civic criminal heritage.png 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 Auth corporate.png Corporate empire will not be able to be established another Branch Office on the same world for 10 years either.

Branch Offices

Empires that have Auth corporate.png 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.png Energy Credits equal to half of the world's Trade value.png 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.png Trade Value can be increased by +10% by the Civic free traders.png Free Traders civic.

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

For every 25 Pop.png 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 Diplomacy commercial pact.png Commercial Pact or Diplomacy federation.png 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
Building amusement megaplex.png Amusement Megaplex Amenities.png +10 Amenities Energy Credits.png +10 Energy Minerals.png 800 Minerals Time 480 Days Planet Unique A magical place where dream can become reality, this megaplex features wholesome, corporate-sanctioned fun for the entire family unit.
Building commercial forum.png Commercial Forum Job merchant.png +1 Merchant Jobs Energy Credits.png +25% Branch Office Value Energy Credits.png −3 Minerals.png 800 Minerals Time 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.
Building food conglomerate.png Fast Food Chain Job farmer.png +1 Farmer Jobs Food.png +10 Food Energy Credits.png −2 Minerals.png 500 Minerals Time 360 Days
  • No.pngPlanet nuked.png Relic World
  • No.pngPlanet infested.png Hive World
  • No.pngPlanet ai.png 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.
Building military contractors.png Mercenary Liaison Office Job soldier.png +1 Soldier Jobs
Mod leader species exp gain.png +100 Army Starting Experience
Mod fleet size add.png +10 Naval Capacity Energy Credits.png −2 Minerals.png 500 Minerals Time 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.
Building private shipyards.png Private Military Industries Job clerk.png +2 Clerk Jobs Alloys.png +3 Alloys Energy Credits.png −2 Minerals.png 500 Minerals Time 360 Days These planet-based corporate factories produce and assemble a variety of components that are vital in starship construction.
Building private mining consortium.png Private Mining Consortium Job miner.png +1 Miner Jobs Minerals.png +10 Minerals Energy Credits.png −2 Minerals.png 500 Minerals Time 360 Days
  • No.pngPlanet city.png Ecumenopolis
  • No.pngPlanet infested.png Hive World
  • No.pngPlanet ai.png Machine World
A private mineral extraction company owned by a megacorporation. It employs local miners to access the planet's wealth.
Building private research initiative.png Private Research Enterprises Job clerk.png +2 Clerk Jobs Research.png +6 Research Output Energy Credits.png −3 Minerals.png 800 Minerals Time 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.
Building public relations office.png Public Relations Firm Job clerk.png +2 Clerk Jobs Unity.png +6 Unity Energy Credits.png −3 Minerals.png 800 Minerals Time 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.
Building virtual entertainment studios.png Virtual Entertainment Studios Job clerk.png +2 Clerk Jobs Consumer goods.png +6 Consumer Goods Energy Credits.png −2 Minerals.png 500 Minerals Time 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.
Building temple of prosperity.png Temple of Prosperity Job priest.png +2 Prosperity Preacher Jobs
Spiritualist.png +50% Spiritualist Ethics Attraction
Energy Credits.png −2 Minerals.png 500 Minerals Time 360 Days
  • Civic gospel of the masses.png Gospel of the Masses civic
  • Planet Unique
A high-security temple that spreads the gospel of the Megachurch that built it.
Building corporate embassy.png Corporate Embassy Job clerk.png +2 Clerk Jobs Diplomatic weight.png +10% Diplomatic Weight from Economy Energy Credits.png −3 Minerals.png 800 Minerals Time 480 Days
  • Tech xeno diplomacy.png Xeno Diplomacy tech
  • Planet has at least 50 Pop.png 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.
Building executive retreat.png Executive Retreat Trade value.png +5% Trade Value Amenities.png +10% Empire Amenities
  • Energy Credits.png −5
  • Exotic gases.png −1
  • Minerals.png 1000 Minerals
  • Exotic gases.png 50 Exotic Gases
Time 600 Days
  • Tech executive retreat.png Executive Leisure Program tech
  • Planet has at least 50 Pop.png 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.
Building xeno tourism agency.png Xeno-Outreach Agency Trade value.png +5% Trade Value Mod planet migration all pull.png +25% Immigration Pull
  • Energy Credits.png −5
  • Rare crystals.png −1
  • Minerals.png 1000 Minerals
  • Rare crystals.png 50 Rare Crystals
Time 600 Days
  • Tech xeno tourism agency.png Xeno Outreach Agencies tech
  • Planet has at least 50 Pop.png 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 Heritage

Empires with the Civic criminal heritage.png Criminal Heritage can establish Branch Offices without the need of a Diplomacy commercial pact.png Commercial Pact. Their Branch Offices generate additional Energy Credits.png Energy Credits based on the world's Job criminal.png Crime value, ranging from 25% of trade with 0 Job criminal.png crime to 75% with 100 Job criminal.png 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 Job criminal.png Crime.

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

Corporate building Planet effect Corporate empire bonus Job criminal.png Planet Crime Upkeep Cost Time Requirements Description
Building bio reprocessing facilities.png Bio-Reprocessing Plants Trade value.png +5 Trade Value Food.png +10 Food +25 Energy Credits.png −2 Minerals.png 500 Minerals Time 360 Days
  • No.pngPlanet nuked.png Relic World
  • No.pngPlanet infested.png Hive World
  • No.pngPlanet ai.png Machine World
Underground facilities where disloyal employees and other forms of unsavory bio-matter are reprocessed into ready-to-eat food products.
Building underground chemists.png Concealed Drug Labs Trade value.png +5 Trade Value Consumer goods.png +6 Consumer Goods +25 Energy Credits.png −2 Minerals.png 500 Minerals Time 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.
Building illicit research labs.png Illicit Research Labs Job clerk.png +2 Clerk Jobs Research.png +6 Research Output +40 Energy Credits.png −3 Minerals.png 800 Minerals Time 480 Days Planet Unique All manner of highly illegal R&D is carried out in these secret laboratories.
Building pirate haven.png Pirate Free Haven Job soldier.png +1 Soldier Jobs
Mod leader species exp gain.png +100 Army Starting Experience
Mod fleet size add.png +10 Naval Capacity +40 Energy Credits.png −2 Minerals.png 500 Minerals Time 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.
Building smuggling rings.png Smuggler's Port Job merchant.png +1 Merchant Jobs Energy Credits.png +25% Branch Office Value +50 Energy Credits.png −3 Minerals.png 800 Minerals Time 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.
Building syndicate outreach office.png Syndicate Front Corporations Job clerk.png +2 Clerk Jobs Unity.png +6 Unity +40 Energy Credits.png −2 Minerals.png 800 Minerals Time 480 Days Planet Unique These above-the-board businesses allow the local criminal syndicate to operate behind a veneer of upstanding legality.
Building underground clubs.png Underground Clubs Amenities.png +10 Amenities Energy Credits.png +10 Energy +40 Minerals.png 800 Minerals Time 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.
Building wildcat miners.png Wildcat Mining Operations Trade value.png +5 Trade Value Minerals.png +10 Minerals +25 Energy Credits.png −2 Minerals.png 500 Minerals Time 360 Days
  • No.pngPlanet city.png Ecumenopolis
  • No.pngPlanet infested.png Hive World
  • No.pngPlanet ai.png 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.
Building wrecking yards.png Wrecking Yards Trade value.png +5 Trade Value Alloys.png +3 Alloys +25 Energy Credits.png −2 Minerals.png 500 Minerals Time 360 Days Stolen vessels and prize ships brought in by pirates are broken into scrap here. Any valuable components and alloys are carefully salvaged.
Building disinformation center.png Disinformation Center Job clerk.png +2 Clerk Jobs
Mod pop government ethic attraction.png −50% Governing Ethics Attraction
Diplomatic weight.png +10% Diplomatic Weight from Economy +40 Energy Credits.png −3 Minerals.png 800 Minerals Time 480 Days
  • Tech xeno diplomacy.png Xeno Diplomacy tech
  • Planet has at least 50 Pop.png Pops
  • Planet Unique
Through targeted advertisements and propaganda, we can control opinion and make the people agree with our version of the truth.

References

  1. Not Ecumenopolis, Machine World, Relic World, Hive World, habitat, or ringworld.
Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
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Warfare WarfareSpace warfareLand warfareShip designer
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