Districts

Version

This article has been verified for the current PC version (3.10) of the game.

Planetary management

**Districts**

Buildings

Jobs

Designation

Decisions

Stability

Crime and Deviancy

Holdings

Districts represent large areas of development on a planet dedicated towards a particular purpose, whether that is housing or resource production. The total number of districts that can be built on a planet is limited by district slots, which are equal to the  planet size unless modified by traditions, planetary features, planet modifiers, or blockers. The number of mining, generator, and agriculture districts is further constrained by the deposit features on the planet.
Each district increases  empire size by a default amount of 0.5.

## Planetary districts

Regular planets can support five different types of districts: urban districts, industrial districts, and three different resource districts.

### Urban

There are two types of urban districts on a normal planet: city districts and industrial districts, as well as a special trade district for the  Shattered Ring World. City districts mainly provide  housing for pops living on the planetary surface as well as additional building slots. Industrial districts provide some additional housing and create jobs that generate  alloys or  consumer goods resources.

The number of urban districts that can be built per planet is not dependent on planetary features, limited only by the number of free district slots. Resort and Thrall Worlds cannot use any urban districts

* Public Works Division:  **+1**
* Weather Control Systems:  **+1**
* Anti-Gravity Engineering:  **+1**
	+ Except if  Agrarian Idyll

 **+1** Building Slot
 Hive DistrictThese towering spires are where the drones gather when not working to rejuvenate and consume nutrients. |  **+6** Housing* Hive World:  **+6**
* Extended Hives:  **+1**
* Weather Control Systems:  **+1**
* Anti-Gravity Engineering:  **+1**

 **+1** Building Slot
* Anti-Gravity Engineering:  **+1**
 Nexus DistrictCentralized districts where drones are serviced and repaired before they are deployed to their work assignments. |  **+5** Housing* Optimized Nexus:  **+1**
* Weather Control Systems:  **+1**
* Anti-Gravity Engineering:  **+1**

 **+1** Building Slot
 Industrial DistrictSmelting facilities and factories fill this district, creating advanced products out of raw materials. |  **+2** Housing* Masterful Crafters:
	+ **+1** for every **3** districts (**+0.34** each)
* Industrial Maintenance edict:
	+ Energy: **−2**
* Industrial Maintenance edict:
	+ Maintenance Drone: **+1**

*Job swaps*0
* Masterful Crafters:
	+ Artisans **🠚**  Artificers
* Artisan Drones **1 🠚**  Foundry Drones **+1**
* Catalytic Processing:
	+ Metallurgists **🠚**  Catalytic Technicians
* Forge World designation:
	+ Artisans **1 🠚**  Metallurgists **+1**
* Factory World designation:
	+ Metallurgists **1 🠚**  Artisans **+1**
	+ Artisan **🠚**  Artificer
* Commercial Enterprise:
	+ Trader: **+1**
* Only on  Shattered Ring World
* Gestalt Consciousness
* Half upkeep, time, and cost to build (equal to resource districts)

#### Scavenger Site

The homeworlds of empires with the  Broken Shackles origin start with 6 Scavenger Site districts instead of City districts. More cannot be constructed and they cannot be removed except by the  *Memorial to the Unshackled* or *Remove Wreckage* decision. Each one has the standard upkeep of  **2** Energy.

* Public Works Division:  **+1**
* Weather Control Systems:  **+1**
* Anti-Gravity Engineering:  **+1**
	+ Except if  Agrarian Idyll

 **+0.75** Building Slot
	+ Scavenger **1 🠚**  Clerk **+1**

### Resource

A resource district provides some additional housing and creates jobs that generate  energy,  minerals, or  food resources. The number of resource districts that can be built is limited by planetary features, except under certain conditions, such as on  Hive Worlds,  Machine Worlds, and  Shattered Ring Worlds.

 Agrarian Idyll and  Machine Intelligence empires gain 1 additional  housing from each resource district, while  Hive Mind empires gain 1 additional  job.

* Machine Intelligence:  **+1**
* Hive Mind:  **+1**
 Uncapped by planetary features if any of:
* Shattered Ring World
* Hive World
 Mining DistrictThese mining towns and resource extraction centers drill deep into the mantle to access mineral deposits. |  **+2** Housing* Agrarian Idyll:  **+1**
* Machine Intelligence:  **+1**
* Subterranean:
	+ Housing: **+2**
	+ **+1** for every **3** districts (**+0.34** each)
* Hive Mind: **+1**
* Shattered Ring World:
	+ Miners **🠚**  Scrap Miners
* Shattered Ring World
* Hive World
* Machine World
 Agriculture DistrictLand set aside for cultivation, either through the growing of crops or animal husbandry. |  **+2** Housing* Agrarian Idyll:
	+ Housing: **+1**
	+ **+1** for every **4** districts (**+0.25** each)
	+ Agrarian Utopias:  **+1**
* Machine Intelligence:  **+1**
* Hive Mind:  **+1**
* Anglers and  Wet world:
	+ Farmers **🠚**  Angler **+1** and  Pearl Diver **+1**
* Shattered Ring World
* Hive World
* Anglers civic and  Ocean World

## Habitat districts

 Habitats have their own set of districts; two consistent districts and three dependent on the planetary orbital resource deposits where the habitat or its orbitals are built. Each habitat district provides two jobs by default; empires with the  Void Dwellers origin or  Voidborne ascension perk gain an additional job from each district.

  **+2** Maintenance Drone
* /: / **+1**
* Has  Order's Castle
* Is the  Knights of the Toxic God starting habitat

 Order's DemesneThe Order shall not be limited to any keep or star base! Nay, only with vast open spaces - worlds and systems bountiful with resources and good hunting - can they truly thrive. |  **+6** Housing **+0.5** Building slots* Dimensional Manipulation Device
	+ Housing: **+1**
	+ Building slots: **+0.5**
	+ If has  Dark Matter deficit, instead:
		- Housing: **−1**
 Either:
* Has  Order's Castle
* Is the  Knights of the Toxic God starting habitat

 Industrial District (Habitat)Industrial machinery fills this habitat district, taking full advantage of the benefits of low gravity. |  **+3** Housing **+0.25** Building slots* Industrial Maintenance edict:
	+ Energy: **−2**
* /:  **+1**
* Industrial Maintenance edict:
	+ Maintenance Drone: **+1**

*Job swaps*0
* Masterful Crafters:
	+ Artisans **🠚**  Artificers
* Artisan Drones **🠚**  Foundry Drones
* Catalytic Processing:
	+ Metallurgists **🠚**  Catalytic Technicians
* Foundry Station designation:
	+ Artisans **🠚**  Metallurgists
* Factory Station designation:
	+ Metallurgists **🠚**  Artisans

Up to three of the following districts can be built per orbital or central complex built over the appropriate deposit type.

* Research deposit deposit below habitat or orbital
 Reactor DistrictHabitat-side energy production plant districts generate energy-credits, as well as provide power to the arcology on which they are built. |  **+3** Housing* /:  Building slots: **+0.25**
* Hive Mind:  **+1**
* /: : **+1**
 Astro-Mining BayWith no natural resources of their own, Habitats depend on these facilities to mine and process minerals from nearby asteroids and planets. |  **+3** Housing* /:  Building slots: **+0.25**
* Hive Mind:  **+1**
* /: : **+1**

## Arcology districts

 Ecumenopolis planets have their own set of districts called *arcologies*. These provide a larger amount of housing and jobs than regular planetary districts, but do not provide basic resource jobs.

### Residential Arcologies

Residential Arcologies provide large amount of  housing and can be improved by the same set of technologies as regular housing districts.

* Weather Control Systems:  **+3**
* Anti-Gravity Engineering:  **+3**
	+ Except if  Agrarian Idyll
  **+9** Maintenance Drone
* Anti-Gravity Engineering:  **+3**

### Production Arcologies

Production Arcologies provide large amount of  housing and  jobs that focus on manufacturing of advanced resources from basic resources. They each require  Strategic Resources to build and upkeep.

## Ring World districts

 Ring Worlds have their own set of districts called *segments*. They are the most powerful district types available but also the most expensive. A maximum of 10 segments may be constructed on a ring section.

### Housing segments

Like Housing districts on regular planets, the Housing segments provide massive amount of  housing and receive the same set of bonus from technologies and traditions.

* Public Works Division:  **+5**
* Weather Control Systems:  **+5**
* Anti-Gravity Engineering:  **+5**
	+ Except if  Agrarian Idyll
 Hive SegmentTowering spires stretch across this Ring World section for drones to gather when not working to rejuvenate and consume nutrients. |  **+30** Housing* Extended Hives:  **+5**
* Weather Control Systems:  **+5**
* Anti-Gravity Engineering:  **+5**

 Synapse Drone: **+2**
 Nexus SegmentEfficient districts fill this Ring World section, provide locations for drones to be serviced and repaired before they are deployed to their work assignments. |  **+25** Housing* Optimized Nexus:  **+5**
* Weather Control Systems:  **+5**
* Anti-Gravity Engineering:  **+5**

 **+2** Tech-Drone

### Production segments

The Production segments provide massive amount of  housing and  jobs that focus on a limited scope of resources. They each consume Strategic Resources to build and upkeep.

	+ Energy: **−4**
* Industrial Maintenance edict:
	+ Maintenance Drone: **+2**

*Job swaps*0
* Masterful Crafters:
	+ Artisans **🠚**  Artificers
* Artisan Drones **🠚**  Foundry Drones
* Catalytic Processing:
	+ Metallurgists **🠚**  Catalytic Technicians
* Forge World designation:
	+ Artisans **🠚**  Metallurgists
* Factory World designation:
	+ Metallurgists **🠚**  Artisans
	+ Metallurgists **5 🠚**  Artisans **+5**
 **+2** Trader
* Commercial Enterprise:  Trader **+2**
 Generator SegmentReactors fill this Ring World section, focused on the generation of energy. |  **+10** Housing* Hive Mind:  **+5**
* Hive Mind:  **+5**
 Either:
* Gestalt Consciousness
	+ Agrarian Utopias:  **+5**
* Hive Mind:  **+5**
* Hive Mind:  **+5**

## References

District files can be found in Stellaris/common/districts

**Game concepts**