Planetary management

Version

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

**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. It 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.
* Planets with less than  **25** stability for a year or more can trigger a Planetary Revolt situation.

A colony with any enslaved species and low stability can gain one of the following modifiers once every 2 years. All modifiers can be removed instantly by discontinuing slavery.

Stability can be increased by the following:

## Crime and Deviancy

 Crime and Deviancy (for  Gestalt Consciousness empires) are measures of the overall level of non-compliance in the population of a world. Crime and Deviancy are produced by all sapient pops except those undergoing  assimilation, ranging from **0** at  **100%** happiness to **+2** at  **0%** happiness. While unemployment does not increase Crime or Deviancy directly, it can add modifiers that cause them if measures aren't taken. Crime and Deviancy are reduced by certain jobs and leaders. Non-sentient  Mechanical pops in an organic empire and mechanical pops integrated into a  Machine Intelligence empire do not produce crime or deviancy, despite counting as 50% happiness for the purpose of approval rating.

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.

## Decisions

Decisions represent planet-wide undertakings. Most decisions have a cost to be used, either when taking the decision or when agreeing to the deal that made the decision available in the first place. Some decisions also take some time to implement, from a few days up to 10 years; these decisions go into the planet's construction queue, and can be paused and resumed by reordering, like other constructions.

### Terraforming decisions

The following decisions will terraform the world to a new class.

### Planet modifier decisions

The following decisions each add a permanent or temporary planet modifier.

#### Specialized planet decisions

Specialized planet decisions cost 1000  Unity and will give a planet a permanent modifier that, aside from its effects, will change the planet's designation. Ringworlds, habitats and capital worlds cannot be specialized. A planet can only have one specialization modifier. Abolishing a specialization costs 2500  Unity

* **+100%** Crime
* **−25%** Crime on other colonies
* Designation changed to Penal Colony
* Planet Size 15 or greater
* Gestalt Consciousness
* **+1** Clerk job per 2 pops
* **+15%** Amenities on other colonies
* **+15%** Immigration pull on other colonies
* Designation changed to Resort World
* Planet Size 15 or greater
* Gestalt Consciousness
* Any owned planet has the Resort World modifier
* Ecumenopolis
* Any built district
* Designation changed to Thrall-World
* At least 1 pop from a fully enslaved species on the colony
* Gestalt Consciousness
* Ecumenopolis
* Any built district
* **−1** Replicator job from capitals
* **+10%** Pop upkeep
* **−10%** Resources from Jobs
* Designation changed to Crucible World
* Crucible Worlds tradition
* Planet Size 15 or greater
* File:Pm cybernetics.png Any owned planet has the Crucible World modifier
* Ecumenopolis
* Machine World

### Consecrate World

The Consecrate World decision requires the  Consecrated Worlds ascension perk and can be used on up to three uncolonized planets within your borders at the same time at the cost of  500 unity. It can be canceled at any time for the same cost, and if taken again the result is re-rolled. When the decision is taken, the planet gains a *Consecrated* modifier – which gives the planet a visual effect, and the empire gains the *Consecrated World Worship* modifier with following bonuses, cumulative for each consecrated world:

Having three worlds with *Consecrated (Holy World)* gives a slight additional bonus, for a total of  **+25%**,  **+15%**,  **+25%**.

If a system containing a Consecrated planet is conquered the previous owner will lose **−10%**  Happiness for 5 years.

Consecrating one of the Holy Guardians'  Holy Worlds gives a cumulative  **+30** opinion with the fallen empire; deconsecrating a Holy World removes all opinion bonuses gained by consecration with the Holy Guardians.

Empires with the  Knights of the Toxic God origin have a chance to consecrate  toxic worlds as a holy world.