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Planetary management
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
Upkeep | Time | Cost |
---|---|---|
−2 | 480 | 500 |
District | Produces | Jobs | Properties |
---|---|---|---|
+5 Housing
|
+1 Clerk | Gestalt Consciousness Converts to Hive or Nexus district if conquered | |
+6 Housing
|
+3 Maintenance Drone
|
Hive Mind Converts to City or Nexus district if conquered | |
+5 Housing
|
+3 Maintenance Drone | Machine Intelligence Converts to Hive or City district if conquered | |
+2 Housing
|
+1 Metallurgist / Foundry Drone / Fabricator +1 Artisan / Artisan Drone Job swaps
|
||
+2 Housing | +1 Trader +1 Artisan
|
|
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.
District | Produces | Jobs | Properties |
---|---|---|---|
+4 Housing
+0.75 Building Slot |
+1 Scavenger | Broken Shackles origin Converts to appropriate housing district if conquered |
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.
Upkeep | Time | Cost |
---|---|---|
−1 | 240 | 300 |
District | Produces | Jobs | Properties |
---|---|---|---|
+2 Housing
|
+2 Technician / Tech-Drone
|
Shattered Ring World unless Gestalt Consciousness | |
+2 Housing
|
+2 Miner / Mining Drone | Uncapped by planetary features if any of: | |
+2 Housing
|
+2 Farmer / Agri-Drone | Machine Worlds Uncapped by planetary features if any of:
|
Habitat districts[]
Available only with the Utopia DLC or the Federations DLC enabled. |
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.
Upkeep | Time | Cost |
---|---|---|
−2 −0.2 |
240 | 500 |
District | Produces | Jobs | Properties |
---|---|---|---|
+6 Housing +0.5 Building slots |
+2 Clerk |
Converts to Order's Demesne | |
+6 Housing +0.5 Building slots
|
+2 Squire |
Knights of the Toxic God
Converts to Habitation District | |
+3 Housing +0.25 Building slots
|
+1 Metallurgist / Foundry Drone / Fabricator +1 Artisan / Artisan Drone Job swaps
|
Up to three of the following districts can be built per orbital or central complex built over the appropriate deposit type.
District | Produces | Jobs | Properties |
---|---|---|---|
+3 Housing
|
+2 Researcher / Brain Drone / Calculator |
Either:
| |
+3 Housing
|
+2 Technician / Tech-Drone
|
Energy deposit below habitat or orbital | |
+3 Housing
|
+2 Miner / Mining-Drone
|
Minerals or Alloys deposit deposit below habitat or orbital |
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.
Upkeep | Time | Cost |
---|---|---|
−5 | 600 | 1000 |
District | Produces | Jobs | Properties |
---|---|---|---|
+15 Housing
|
+3 Clerk |
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.
Upkeep | Time | Cost |
---|---|---|
−5 −1 |
600 | 1000 50 |
District | Produces | Jobs | Properties |
---|---|---|---|
+10 Housing
|
+6 Metallurgist / Foundry Drone / Fabricator
|
Strategic Resource: Volatile Motes | |
+10 Housing
|
+6 Artisan / Artisan Drone
|
Strategic Resource: Rare Crystals | |
+10 Housing | +6 Entertainer | Strategic Resource: Exotic Gases | |
+15 Bio-Trophy | Strategic Resource: Exotic Gases | ||
+10 Housing | +6 Bureaucrat
Job swaps
|
Strategic Resource: Rare Crystals Gestalt Consciousness | |
+10 Housing | +6 Priest
Job swaps
|
Strategic Resource: Rare Crystals
Either:
|
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.
Upkeep | Time | Cost |
---|---|---|
−5 | 360 | 1000 |
District | Produces | Jobs | Properties |
---|---|---|---|
+25 Housing
|
+3 Clerk +2 Enforcer |
Gestalt Consciousness Converts to Hive or Nexus Segment if conquered | |
+30 Housing
|
+15 Maintenance Drone
Synapse Drone: +2 |
Hive Mind Converts to City or Nexus Segment if conquered | |
+25 Housing
|
+10 Maintenance Drone
+2 Tech-Drone |
Machine Intelligence Converts to Hive or City Segment if conquered |
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.
Upkeep | Time | Cost |
---|---|---|
−5 −2 |
360 | 1000 50 |
District | Produces | Jobs | Properties |
---|---|---|---|
+10 Housing
|
+5 Artisan / Artisan Drone +5 Metallurgist / Foundry Drone / Fabricator Job swaps
|
Strategic Resource: Volatile Motes | |
+10 Housing | +6 Clerk
+2 Trader
|
Strategic Resource: Rare Crystals Gestalt Consciousness Fallen Empire | |
+10 Housing
|
+10 Technician / Tech-Drone
|
Strategic Resource: Rare Crystals
Either:
| |
+10 Housing | +10 Researcher / Brain Drone / Calculator | Strategic Resource: Exotic Gases | |
+10 Housing
|
+10 Farmer / Agri-Drone
|
Strategic Resource: Volatile Motes |
References[]
District files can be found in Stellaris/common/districts
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