Difference between revisions of "Planetary management"

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Buildings are specialized Facilities that provide a variety of Jobs and Resources that are not suitable to large-scale resource gathering. Buildings are limited by the planet's population and capped to 16 at 75 Pops, with the first slot always being occupied by the colony's Capital building.. Each 5 Pops unlock a new building slot. If the number of Pops falls below the number required tor a building slot any constructed building will go into disrepair and stop producing Jobs.
 
Buildings are specialized Facilities that provide a variety of Jobs and Resources that are not suitable to large-scale resource gathering. Buildings are limited by the planet's population and capped to 16 at 75 Pops, with the first slot always being occupied by the colony's Capital building.. Each 5 Pops unlock a new building slot. If the number of Pops falls below the number required tor a building slot any constructed building will go into disrepair and stop producing Jobs.
  
== Jobs ==
+
{{iconify|food}}== Jobs ==
 
Jobs are the main way through which resources and services are produced on planets. Jobs come in two main types, Capped and Uncapped. Capped Jobs are created by Districts and limited in number. Uncapped Jobs can always be worked by a Pop that fulfills the requirements but generally require a specific trait or species right setting. Pops will automatically fill empty Jobs that they are capable of holding and will choose the job that will get the most out of their traits but priority can be set towards specific Jobs to ensuring they are filled before others. New Pops that are more suitable for a Job than the current Pop holding the Job will take it from it.
 
Jobs are the main way through which resources and services are produced on planets. Jobs come in two main types, Capped and Uncapped. Capped Jobs are created by Districts and limited in number. Uncapped Jobs can always be worked by a Pop that fulfills the requirements but generally require a specific trait or species right setting. Pops will automatically fill empty Jobs that they are capable of holding and will choose the job that will get the most out of their traits but priority can be set towards specific Jobs to ensuring they are filled before others. New Pops that are more suitable for a Job than the current Pop holding the Job will take it from it.
 
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|- id="Livestock"
 
|- id="Livestock"
 
| [[File:Job livestock.png]] || Livestock
 
| [[File:Job livestock.png]] || Livestock
| AAA
+
| Undesirables
| {{icon|food}} {{green|+AAA}} Food
+
| {{icon|food}} {{green|+4}} Food
 
| Livestock Slavery
 
| Livestock Slavery
 
|- id="Crystal Miner"
 
|- id="Crystal Miner"

Revision as of 05:03, 11 December 2018

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 2.2.

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 considered as an integral part of a stellar empire because they provide the 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.

Population

Main article: Population

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

Districts

Districts represent large areas of development on the planet dedicated towards 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 increases an empire's Research.png Research and Unity.png Unity costs.

District Jobs Housing Upkeep Time Cost Requirements Description
District city.png City District 1 Clerk 5 2 Energy Credits.png 480 Time 500 Minerals.png Not Gestalt consciousness.png Gestalt Consciousness These dense urban centers provide large amounts of housing and office space for clerical workers.
District generator.png Generator District 2 Technician
Auth machine intelligence.png 2 Tech-Drone
Auth hive mind.png 3 Tech-Drone
2 1 Energy Credits.png 240 Time 300 Minerals.png None 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 Miner
Auth machine intelligence.png 2 Mining Drone
Auth hive mind.png 3 Mining Drone
2 1 Energy Credits.png 240 Time 300 Minerals.png None These mining towns and resource extraction centers drill deep into the mantle to access mineral deposits.
District farming.png Agriculture District 2 Farmer
Auth machine intelligence.png 2 Agri-Drone
Auth hive mind.png 3 Agri-Drone
2 1 Energy Credits.png 240 Time 300 Minerals.png None Land set aside for cultivation, either through the growing of crops or animal husbandry.
District hive.png Hive District 6 2 Energy Credits.png 480 Time 500 Minerals.png 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 2 Energy Credits.png 480 Time 500 Minerals.png Auth machine intelligence.png Machine Intelligence Centralized districts where drones are serviced and repaired before they are deployed to their work assignments.

Arcology districts

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. Not available to machine empires.

Note: It is possible to gain access to these districts without MegaCorp by conquering the homeworld of a Keepers of Knowledge fallen empire.

District Jobs Housing Upkeep Time Cost Description
District arcology housing.png Residential Arcology 5 Clerk 15 5 Energy Credits.png 600 Time 900 Minerals.png With these special ecumenopilistic city districts, integrated vertical architecture is utilized to maximize population density over land surface area.
District arcology arms industry.png Foundry Arcology 10 Metallurgist 5 5 Energy Credits.png 600 Time 900 Minerals.png 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 10 Artisan 10 5 Energy Credits.png 600 Time 900 Minerals.png Workshops filled with artisans and civilian industries line the stacked streets of this district.
District arcology leisure.png Leisure Arcology 5 Entertainer
5 Culture Worker
5 5 Energy Credits.png 600 Time 900 Minerals.png Where denizens of the ecumenopolis unwind in their leisure hours.

Habitat districts

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.

District Jobs Housing Upkeep Time Cost Requirements Description
District hab housing.png Habitation District Gestalt consciousness.png Gestalt Consciousness: 2 Maintenance drone 10 2 Energy Credits.png 240 Time 500 Minerals.png None A habitat housing district provides comfortable, if compact residences for its population.
District hab science.png Research District Auth hive mind.png Hive Mind: 3 Brain Drone
Auth machine intelligence.png Machine Intelligence: 3 Calculator
Not Gestalt consciousness.png Gestalt Consciousness: 3 Researcher
0 2 Energy Credits.png 240 Time 500 Minerals.png None Centers of scientific discovery, these habitat districts employ researchers from myriad fields of study.
District hab commercial.png Trade District 5 Clerk 0 2 Energy Credits.png 240 Time 500 Minerals.png Not Gestalt consciousness.png Gestalt Consciousness A sprawling habitat trading district where merchants and clerks conduct business.
District hab cultural.png Leisure District 2 Entertainer
1 Culture Worker
0 2 Energy Credits.png 240 Time 500 Minerals.png Not Gestalt consciousness.png Gestalt Consciousness Who needs the great outdoors, with hubs of habitat entertainment like these?
District hab energy.png Reactor District 3 Tech-Drone 0 2 Energy Credits.png 240 Time 500 Minerals.png 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.

Buildings

Main article: Buildings

Buildings are specialized Facilities that provide a variety of Jobs and Resources that are not suitable to large-scale resource gathering. Buildings are limited by the planet's population and capped to 16 at 75 Pops, with the first slot always being occupied by the colony's Capital building.. Each 5 Pops unlock a new building slot. If the number of Pops falls below the number required tor a building slot any constructed building will go into disrepair and stop producing Jobs.

Food.png food== Jobs == Jobs are the main way through which resources and services are produced on planets. Jobs come in two main types, Capped and Uncapped. Capped Jobs are created by Districts and limited in number. Uncapped Jobs can always be worked by a Pop that fulfills the requirements but generally require a specific trait or species right setting. Pops will automatically fill empty Jobs that they are capable of holding and will choose the job that will get the most out of their traits but priority can be set towards specific Jobs to ensuring they are filled before others. New Pops that are more suitable for a Job than the current Pop holding the Job will take it from it.

Job Stratum Produces Requirements
Job colonist.png Colonist Worker Food.png +1 Food
Amenities.png +5 Amenities
None
Job administrator.png Administrator Ruler Unity.png +3 Unity
Amenities.png +6 Amenities
AAA
Job noble.png Noble Ruler Unknown.png +5 Planet Stability
Amenities.png +5 Amenities
Civic aristocratic elite.png Aristocratic Elite civic
Job default.png Science Director Ruler Research.png +5 Research Output
Amenities.png +5 Amenities
Civic technocracy.png Technocracy civic
Job priest.png High Priest Ruler Unity.png +5 Unity
Amenities.png +5 Amenities
Civic exalted priesthood.png Exalted Priesthood civic
Job priest.png Priest Specialist Unity.png +3 Unity
Society Research +2 Society Research
Amenities.png +5 Amenities
Consumer goods.png -2 Consumer Goods
AAA
Job miner.png Miner Worker Minerals.png +4 Minerals AAA
Job technician.png Technician Worker Energy Credits.png +4 Energy AAA
Job farmer.png Farmer Worker Food.png +6 Food AAA
Job researcher.png Researcher Specialist Research.png +3 Research Output
Consumer goods.png -2 Consumer Goods
AAA
Job culture worker.png Culture Worker Specialist Society Research +2 Society Research
Unity.png +3 Unity
Consumer goods.png -2 Consumer Goods
AAA
Job artisan.png Artisan Specialist Consumer goods.png +6 Consumer Goods
Minerals.png -6 Minerals
AAA
Job clerk.png Clerk Worker Trade value.png +2 Trade Value
Amenities.png +2 Amenities
AAA
Job merchant.png Merchant Ruler Trade value.png +8 Trade Value
Amenities.png +4 Amenities
AAA
Job enforcer.png Enforcer Specialist Unity.png +1 Unity
Unknown.png -25 Crime
AAA
Job telepath.png Telepath Specialist Unity.png +3 Unity
Unknown.png -35 Crime
Energy Credits.png -1 Energy
Ap mind over matter.png Mind over Matter ascension perk
Job entertainer.png Entertainer Specialist Unity.png +2 Unity
Amenities.png +10 Amenities
AAA
Job roboticist.png Roboticist Specialist Mod pop robot build speed mult.png +2 Robot Build Speed
Minerals.png -10 Minerals
AAA
Job soldier.png Soldier Worker Mod fleet size add.png +4 Naval Capacity
Army defense.png +3 Defense Armies
AAA
Job servant.png Servant Slave Amenities.png +5 Amenities Organics with the Domestic Servitude slavery or Robots with Domestic protocols.png Domestic Protocols trait
Job default.png Prosperity Preacher Worker Unity.png +1 Unity
Amenities.png +3 Amenities
Trade value.png +3 Trade Value
Unknown.png MegaChurch civic
Job foundry.png Metallurgist Specialist Alloys.png +3 Alloy
Minerals.png -6 Minerals
AAA
Job default.png Medical Worker Specialist Amenities.png +5 Amenities
Mod pop growth req.png +5% Pop Growth Speed
Consumer goods.png -1 Consumer Goods
AAA
Job livestock.png Livestock Undesirables Food.png +4 Food Livestock Slavery
Job crystal miner.png Crystal Miner AAA AAA AAA
Job gas extractor.png Gas Extractor AAA AAA AAA
Job mote harvester.png Mote Harvester Worker Volatile motes.png +2 Volatile Motes AAA
Job translucer.png Translucer Specialist Rare crystals.png +2 Rare Crystals
Minerals.png -10 Minerals
Synthetic Crystal Plants Building
Job gas refiner.png Gas Refiner Specialist Exotic gases.png +2 Exotic Gases
Minerals.png -10 Minerals
Exotic Gas Refineries Building
Job chemist.png Chemist Specialist Volatile motes.png +2 Volatile Motes
Minerals.png -10 Minerals
Chemical Plants Building
Job manager.png Manager Specialist Society Research +2 Society Research
Unity.png +3 Unity
Trade value.png +2 Trade Value
Consumer goods.png -2 Consumer Goods
MegaCorp.png MegaCorp
Corporate Culture Site Building
Job default.png Unemployed Any Nothing Any other Species Right
Job default.png Unemployed
(Social Welfare)
Any Unity.png +1 Unity Social Welfare Species Right
Job default.png Unemployed
(Utopian Abundance)
Any Research.png +2 Research Output
Unity.png +1 Unity
Egalitarian.png Egalitarian or Fanatic Egalitarian.png Fanatic Egalitarian with the Utopian Abundance Species Right

Gestalt Consciousness Jobs

Gestalt consciousness.png Gestalt Consciousness empires have their own unique jobs.

Job Stratum Produces Upkeep Requirements
Job farmer.png Agri-Drone Menial Drone Food.png +6 Food AAA AAA
Job miner.png Mining Drone Menial Drone Minerals.png +4 Minerals AAA AAA
Job default.png Tech-Drone Menial Drone Energy Credits.png +4 Energy AAA AAA
Job maintenance drone.png Maintenance Drone Menial Drone Amenities.png +5 Amenities AAA AAA
Job brain drone.png Brain Drone Complex Drone Research.png +3 Research Output Energy Credits.png -3 Energy
Minerals.png -3 Minerals
Auth hive mind.png Hive Mind
Job researcher.png Calculator Complex Drone Research.png +4 Research Output Energy Credits.png -3 Energy
Minerals.png -3 Minerals
Auth machine intelligence.png Machine Intelligence
Job synapse drone.png Synapse Drone Complex Drone Society Research +3 Society Research
Unity.png +3 Unity
Unknown.png -20 Crime
Energy Credits.png -2 Energy
Food.png -2 Food
Auth hive mind.png Hive Mind
Job administrator.png Coordinator Complex Drone Society Research +4 Society Research
Unity.png +4 Unity
Unknown.png -20 Crime
Alloys.png -1 Alloy Auth machine intelligence.png Machine Intelligence
Job foundry.png Foundry Drone Complex Drone Alloys.png +2 Alloy Minerals.png -6 Minerals Auth hive mind.png Hive Mind
Job foundry.png Fabricator Complex Drone Alloys.png +3 Alloy Minerals.png -6 Minerals Auth machine intelligence.png Machine Intelligence
Job spawning drone.png Spawning Drone Complex Drone Amenities.png +5 Amenities
Mod pop growth req.png +25% Pop Growth Speed
Food.png -5 Food Auth hive mind.png Hive Mind
Job replicator.png Replicator Complex Drone Mod pop robot build speed mult.png +2 Robot Build Speed Minerals.png -5 Minerals Auth machine intelligence.png Machine Intelligence
Job bio trophy.png Bio-Trophy Bio-Trophy Unity.png +2 Unity AAA Civic machine servitor.png Rogue Servitor civic

Event Jobs

Certain jobs are related to random events.

Job Stratum Produces Upkeep Requirements
File:Job odd factory worker.png Odd Factory Worker Worker Alloys.png +4 Alloys Requires Odd Factory terrain on planet
File:Job underground trade worker.png Underground Trade Worker Specialist Trade value.png +5 Trade Value
Amenities.png +3 Amenities
Requires Underground Civilization terrain on planet
File:Job dimensional portal researcher.png Dimensional Portal Researcher Specialist Physics Research +12 Physics Research
Additional resources depending on outcome of event
Consumer goods.png -3 Consumer Goods Requires Dimensional Portal terrain on planet

Crime Jobs

A high level of Crime and low Stability and also result in Pops leaving their ordinary jobs and moving into special Crime jobs that appear on the planet. These jobs take resources away from your empire rather than producing them.

Planet Specialization

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 Requirements Description
Colony None Default A balanced settlement and a bold new frontier.
Empire Capital
  • Stability.png +5 Stability
  • Amenities.png +10 Amenities
  • Mod pop government ethic attraction.png +100% Governing Ethics Attraction
Capital world
Not Gestalt consciousness.png Gestalt Consciousness
The capital planet of an interstellar empire is a vast complex of government buildings, bureaus and agency headquarters.
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.
Machine Capital
  • Stability.png +5 Stability
  • Amenities.png +10 Amenities
  • Job criminal.png -20 Deviancy
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.
Urban World
  • Mod pop resource output.png +2% Specialist Output
Predominant City Districts A densely populated world where one glowing metropolis leads almost directly into the next.
Nest World
  • Mod pop resource output.png +2% Complex Drone Output
Predominant Hive Districts A teeming planet-wide network of bustling hives crisscross this world.
Machine Nexus
  • Mod pop resource output.png +2% Complex Drone Output
Predominant Nexus Districts A mechanical network of thousands of unit service and repair facilities dominate this planet's surface.
Agri-World
  • Pop resource food mult.png +5% Food Output
Predominant Agriculture Districts or Hydroponics Farms Buildings Picturesque pastoral landscapes featuring flourishing crops are effaced only minutely by the ever-present scent of fertilizer.
Mining World
  • Pop resource minerals mult.png +5% Minerals Output
Predominant Mining Districts or Crystal Mines Buildings Strip mines, quarries, boreholes, and heavy machinery dominate this planet's surface.
Generator World
  • Pop resource energy mult.png +5% Energy Output
Predominant Generator Districts Nigh-endless complexes of generator plants hum and glow on this planet.
Rural World
  • Mod pop resource output.png +2% Worker Output
Balanced Agriculture, Mining and Generator Districts
Not Gestalt consciousness.png Gestalt Consciousness
The nature of this planet's production dispenses with the need for major urban centers.
Fringe World
  • Mod pop resource output.png +2% Menial Drone Output
Balanced Agriculture, Mining and Generator Districts
Gestalt consciousness.png Gestalt Consciousness
This planet is a sparsely populated world on the fringes of the collective.
Tech-World
  • Research.png +5% Research Output
Predominant Research buildings This worlds is a seat of scientific research and technological advancement.
Fortress World
  • Damage -10% Orbital Bombardment Damage
  • Mod army damage mult.png +10% Defense Army Damage
Predominant Stronghold or Fortress buildings Dominated by planetary defenses, bunkers and strongholds, foreign invasion and civil unrest will prove difficult on this world.
Forge World
  • Alloys.png +5% Alloys Output
Predominant Alloys Buildings The heat of alloy foundries can be felt almost everywhere on this planet.
Industrial World
  • Consumer goods.png +5% Artisans Output
Predominant Consumer Goods Buildings This planet specializes in manufactories, workshops, and civilian industries.
Refinery World
  • Unknown.png +5% Advanced Resources Output
Predominant Chemical Plants, Exotic Gas Refineries or Synthetic Crystals Plants Buildings Much of the planet surface is covered in a vast network of pipes, refineries, and distilleries. Try not to inhale too deeply.
Resort World
  • Mod habitability.png +100% Habitability
  • Unknown.png +1 Clerk Job per 2 Pops
  • No.png Cannot support Districts
  • Other Empire Colonies:
    • Amenities.png +15% Amenities
    • Unknown.png +15% Immigration Pull
Create Resort World Decision Landscaped to perfection and featuring a fully customizable global weather control system, every facet of this world's design is devoted to providing a wide range of vacation options for citizens in need of relaxation.
Penal Colony
  • Job criminal.png +100% Crime
  • Unknown.png +33% Immigration Pull
  • Other Empire Colonies:
    • Job criminal.png -25% Crime
Create Penal Colony Decision This world is filled with strictly controlled criminals, paying off their debt to society in labor camps. For many, the debt will never be repaid.
Thrall-World
  • Mod pop growth req.png +50% Pop Growth Speed
  • No.png Cannot support City Districts
  • Yes.png Can built Slave Huts Buildings
Create Thrall-World Decision This world is purpose-built do maximize the growth rate of its enslaved population.
Habitat None Habitat An artificial deep-space arcology.
Fallen Empire Colony Stability.png +5 Stability Fallen Empire planet Though its empire may be in decline, the level of technological advancement on this world is astounding.
Fallen Empire Capital Stability.png +10 Stability Fallen Empire capital world Though its empire may be in decline, the level of technological advancement on this world is astounding.
Primitive World None Pre-FTL civilization A primitive planet that is home to a pre-FTL society.
Contingency World None Contingency Sterilization Hubs This planet has been taken over by the Contingency.

Decisions

Decisions represent planet-wide undertakings.

Decision Cost Effects Requirements Description
Unknown.png Encourage Planetary Growth 1000 Food.png Food Growth Encouraged modifier added for 120 months, giving the following effects:
  • Pop Growth Speed: +25%
No.pngAuth machine intelligence.png Machine Intelligence Healthy and rapid growth will be assured by the generous distribution of proper nutrition
Unknown.png Distribute Luxury Goods 400 Consumer goods.png Consumer Goods Luxuries Distributed modifier added for 120 months, giving the following effects:
  • Amenities: +25%
  • Immigration Pull: +25%
No.pngGestalt consciousness.png Gestalt Consciousness Come for the sights, stay for the brand new home holo-theatre installations and custom-fit athleisure wear.
Unknown.png Launch Anti-Crime Campaign 50 Influence.png Influence Anti-Crime Campaign modifier added for 120 months, giving the following effects:
  • Enforcer Crime Reduction: +10%
  • Enforcer Upkeep: +400%
No.pngGestalt consciousness.png Gestalt Consciousness Launches an extensive crime-prevention campaign which empowers our Enforcers with additional resources to combat rising crime levels.
Unknown.png Negotiate with Crime Lords 50 Influence.png Influence Crime Lord Deal modifier added for 120 months, giving the following effects:
  • Stability: +30
  • Crime: +30
No.pngGestalt consciousness.png Gestalt Consciousness 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.
Unknown.png Declare Population Controls 25 Influence.png Influence Declared Population Controls modifier added, giving the following effects:
  • Stability: -5
  • Emigration Push: +100
AAA Population growth must not be allowed to outstrip administrative capacity, even if it requires drastic measures.
Unknown.png Expel Excess Population 25 Influence.png Influence 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: -10
Available Housing is less than 0 AAA
Unknown.png Declare Martial Law 50 Influence.png Influence Unknown.png +2 Soldier Jobs
Unknown.png +5 stability from Soldier Jobs
Mod pop resource output.png -33% Job Resource Output
Mod pop growth req.png -50% Pop Growth
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.
Unknown.png Land Clearance 500 Energy Credits.png Energy
100 Influence.png Influence
100 Time Days
Permanently increases maximum number of districts on the planet by 2 Ap mastery of nature.png Mastery of Nature ascension perk AAA
Unknown.png Consecrate World 50 Influence.png Influence 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. 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.
Unknown.png Galactic Market Hub Nomination 1000 Energy Credits.png Energy
150 Influence.png Influence
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.
Unknown.png Boost Nomination Bid 2000 Energy Credits.png Energy
300 Influence.png Influence
Augment the planet's Base Marketplace Competition Rating with additional measures. Usable up to 2 times. Unknown.png Galactic Market Hub Nomination Reduced administrative overhead. Special economic zones. Bribes.
Unknown.png Revoke Nomination 10 Influence.png Influence Base Marketplace Competition Rating modifier removed. Prior Investments will not be returned. Unknown.png Galactic Market Hub Nomination Sometimes you don't want to be the center of attention.
Unknown.png Create Penal Colony 100 Influence.png Influence Increases Crime and Immigration Pull on the planet
Reduces Crime on all other owned planets
Unknown.png Penal Colonies technology
Planet Size.png Planet Size 15 or greater
AAA
Unknown.png Create Resort World 100 Influence.png Influence Disables construction of districts and most Buildings on the planet
Increases Amenities on all other owned planets
Unknown.png Resort Worlds technology
Planet Size.png Planet Size 15 or greater
No Districts or Buildings
AAA
Unknown.png Arcology Project 20000 Minerals.png Minerals
200 Influence.png Influence
3600 Time Days
Increases Housing, Resource Production and Pop Growth
Enables Arcology Districts
Disables construction of Generator, Mining and Agriculture Districts
Unknown.png Arcology project ascension perk
All District slots filled with City Districts
No.png Civic agrarian idyll.png Agrarian Idyll
An unceasing stretch of arcologies will unite the planet from pole to pole, creating one global megacity, one ecumenopolis.