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Stellaris_Overlord_Holdings_Tier_List

Stellaris Overlord Holdings Tier List

A Holding represents an area on a world that is owned by an empire other than the world's owner. There are two type of holdings: Overlord Holding and Branch Office.

Overlord Holdings[]

Overlord holdings can be constructed by overlords on their subjects' worlds. The total number of holdings that can be constructed anywhere within a subject's empire is determined by the Holdings Limit term in the subject agreement and is also affected by the Bureaucratic Surveillance resolutions. Overlord holdings can be distributed across multiple worlds, or all constructed together on a single world. If built from the Subject Agreement menu, they are built on the subject's capital by default.

Only one of each holding can be constructed on a world. If a subject becomes independent, all overlord holdings are destroyed.

Holding Effects Monthly Loyalty Upkeep Cost Requirements
Overlord Garrison
  • Crime and Deviancy: −10
  • Effects per landed Overlord army:
    • Crime: −10 (max −30)
    • Monthly Loyalty: +0.5 (max +1.5)
    • Planet Happiness: −5% (max −15%)
+0.5 −2 400
Time 360
Emporium +2 Overlord Trader jobs 0
  • −2
  • −5
400
Time 480
Gestalt Consciousness
Aid Agency +2 Aid Worker jobs +0.5
  • −2
  • −10 if Biological subject
  • −10 if Lithoid subject
  • −10 if Robot subject
400
Time 480
Noble Chateaus
  • +2 Overlord Capital Stability
  • −15 Planet Amenities
−1 −2 400
Time 480
Aristocratic Elite
Recruitment Office
  • +2 Overlord Recruiter jobs
  • +10 Overlord Naval Capacity
−0.5 if Fanatic Pacifist Pacifist −2 400
Time 480
Citizen Service
Ranger Lodge
  • +1 Overlord Ranger jobs
  • Creates a Nature Preserve blocker
0 −2 400
Time 480
Gaia Seeder Outpost
  • +20% Planet Habitability
  • Planet is terraformed into a Gaia World in 10 years
−30
−2
  • 1500 200
  • Time 360
Communal Housing Outreach
  • +10 Planet Housing
  • +6 Planet Amenities
  • +100% Egalitarian Ethics Attraction
    • Does not apply to Fanatic Egalitarian
−2 400
Time 360
Dread Outpost +2 Overlord Necromancer jobs 0 −2 400
Time 480
Reanimators
Sacrificial Shrine Mortal Initiate +2 Overlord Mortal Initiate jobs −0.5 if not Fanatic Spiritualist Spiritualist −2 400
Time 360
Franchise Headquarters
  • Manager +2 Overlord Manager jobs
  • +0.25 Overlord Unity from planet Clerks
  • −1 Trade Value from planet Clerks
  • +100% Overlord Fanatic Ethics Attraction
−0.5 −2 400
Time 480
Reemployment Center +1 Overlord Reassigner jobs −0.5 if Fanatic Egalitarian Egalitarian −2 400
Time 480
Organic Haven Bio-Trophy +5 Overlord Bio-Trophy jobs +0.5 if Non-Gestalt Non-Gestalt −10 Time 480
Experimental Crater
  • Engineering research +8 Overlord Engineering Research
  • Physics Research +4 Overlord Physics Research
  • Miner +3 Miner jobs
  • +30 Planet Devastation every 2-4 years
  • 20% chance to add a Buried Lithoids blocker every 2-4 years
−1 Time 480 Calamitous Birth origin
Tree of Life Sapling
  • +1 Overlord Arborist jobs
  • +10% Planet Habitability
  • +1 Planet Food from Farmers
+1 1000
Time 360
Orbital Assembly Complex 0
  • −2
  • −5
400
Time 360
Satellite Campus +2 Overlord Academic jobs 0 −2 400
Time 480
Overlord Overlord DLC
Ministry of Truth +2 Overlord Propagandist jobs 0 −2 400
Time 480
Ministry of Energy −0.25
  • −2
  • −1
400
Time 480
Ministry of Extraction −0.5
  • −2
  • −1
400
Time 480
Ministry of Acquisition
  • −2
  • −1
400
Time 480
Splinter Hive
  • +1 Overlord Breeder jobs
  • Creates an Overlord Spawning Complex blocker
−2 −2 400
Time 480
Distributed Processing +4 Mind Thrall jobs −2 −2 400
Time 480
Ministry of Science −1 −2 400
Time 480
  • Max 1 per Overlord
  • Scholarium subject
  • Empire Capital Capital designation
Offworld Foundry
  • Metallurgist +2 Overlord Metallurgist jobs if not Catalytic subject
  • Metallurgist +2 Overlord Catalytic Technician jobs if Catalytic subject
−1.5 −2 400
Time 480
Prospectorium Prospectorium subject
Vigil Command
  • +1 Overlord Beholder jobs
  • Defense platform cap Defense Platform cap on overlord Starbases and Orbital Rings:
0 −2 400
Time 480
  • Max 1 per Overlord
  • Bulwark subject
  • Empire Capital Capital designation
Offspring Nest +1 Offspring Drone Feeder jobs 0 −2 400
Time 480
Order's Commandery
  • Knight +1 Overlord Knight jobs
  • +4 Overlord Naval Capacity
−0.5 −2 400
Time 360
Mutagenic Spa +2 (Overlord) Mutagenic Spa Attendant −0.5 if Environmentalist −2 400
Time 360
Mutagenic Permutation Pool +2 (Overlord) Permutation Attendance Drone −0.5 if Environmentalist −2 400
Time 360
Hyper Lubrication Basin +2 (Overlord) Lubrication Terminal −0.5 if Environmentalist −2 400
Time 360

Branch Offices[]

Branch Offices can be constructed by empires with Corporate authority and give the Corporate empire energy equal to 50% of the world's trade value; the Free Traders civic and the Imperial Charter modifier each increase Branch Office value by 10%. Establishing a Branch Office costs a base of 1000 energy credits and 50 influence increasing by 10% for each hyperlane jump away (after 3 jumps), and increases the Corporate empire's empire size by 2. The establishment cost can be reduced by −15% with the Universal Transactions ascension perk. Only one Branch Office can be opened on each world, and they cannot be constructed on worlds of an empire with Corporate, Hive Mind or Machine Intelligence authority or the Fanatic Purifiers civic. To construct a Branch Office, the Corporate empire requires any of the following:

  • Commercial Pact with the system owner
  • Federation with the system owner
  • System owner is subject, overlord, or has same overlord
  • Corporate Sovereign civic and the system owner is a member of the Galactic Imperium
  • Imperial Charter resolution and the system owner is a member of the Galactic Imperium

Branch Offices can be closed by their Corporate owner at any time. If the Corporate empire loses the status that allowed it to open a Branch Office, the Branch Office remains open, but the world's owner gains the Expropriation casus belli.

Up to 4 holdings can be built in a Branch office, each level of capital tier unlocking 1 holding slot.

Corporate holdings[]

Corporate holdings are mutually beneficial, giving a resource or empire-wide bonus to the Corporate empire and a planet-based bonus or jobs to the Branch Office world. They cannot be built by empires with the Criminal Heritage civic, which have a separate set of buildings (see below).

Holding Planet bonus Corporate empire bonus Upkeep Cost Requirements Description
Mercenary Liaison Office
  • +1 Soldier Jobs
  • Army Starting Experience +100 Army Starting Experience
+10 Naval Capacity −2 500
Time 360
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.
Private Military Industries +2 Clerk Jobs +3 Alloys −2 500
Time 360
These planet-based corporate factories produce and assemble a variety of components that are vital in starship construction.
Virtual Entertainment Studios +2 Clerk Jobs +6 Consumer Goods −2 500
Time 360
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.
Fast Food Chain Farmer +1 Farmer Jobs +10 Food −2 500
Time 360
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.
Private Mining Consortium Miner +1 Miner Jobs +10 Minerals −2 500
Time 360
A private mineral extraction company owned by a megacorporation. It employs local miners to access the planet's wealth.
Amusement Megaplex +10 Amenities +10 Energy 800
Time 480
A magical place where dream can become reality, this megaplex features wholesome, corporate-sanctioned fun for the entire family unit.
Commercial Forum Merchant +1 Merchant Jobs +25% Branch Office Value −3 800
Time 480
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.
Private Research Enterprises +2 Clerk Jobs +6 Research Output −3 800
Time 480
Planet Unique In these state-of-the-art facilities, private tech-enterprises carry out important R&D on behalf of their parent company.
Public Relations Firm +2 Clerk Jobs +6 Unity −3 800
Time 480
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.
Temple of Prosperity
  • +2 Prosperity Preacher Jobs
  • +50% Spiritualist Ethics Attraction
−2 500
Time 360
A high-security temple that spreads the gospel of the Megachurch that built it.
Corporate Embassy +2 Clerk jobs Diplomatic weight from economy +5% Diplomatic weight from economy −3 800
Time 480
Diplomacy is just advertising to governments instead of to the customer. This office analyzes local customs and trends to more efficiently target our efforts.

Criminal holdings[]

Empires with the Criminal Heritage civic do not require any formal relationship to establish a Branch Office, but if they do not meet any of the usual requirements the world's owner still get the Expropriation casus belli. Additionally, there is a 5% chance monthly that the Branch Office will be closed while the planet has 0 crime. The Criminal Heritage empire cannot have another Branch Office closed for 10 years, but the Branch Office cannot be reestablished on the same world for 10 years either. Criminal Heritage empires also cannot establish a branch office when they are at war or have a truce with the system owner.

Criminal Heritage empires also have a different set of holdings that increases the world's crime. In addition to the usual energy credits, they generate additional value based on the world's crime value, ranging from 25% of trade value at 0 crime to 75% at 100 crime or more.

Holding Planet effect Corporate empire bonus Crime Upkeep Cost Requirements Description
Concealed Drug Labs +5 Trade Value +6 Consumer Goods +25 −2 500
Time 360
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.
Pirate Free Haven
  • +1 Soldier Jobs
  • Army Starting Experience +100 Army Starting Experience
+10 Naval Capacity +40 −2 500
Time 360
A secluded and hidden city on the planet's surface, where pirates and other lowlifes can congregate to repair their ships and trade stories.
Wrecking Yards +5 Trade Value +3 Alloys +25 −2 500
Time 360
Stolen vessels and prize ships brought in by pirates are broken into scrap here. Any valuable components and alloys are carefully salvaged.
Bio-Reprocessing Plants +5 Trade Value +10 Food +25 −2 500
Time 360
Underground facilities where disloyal employees and other forms of unsavory bio-matter are reprocessed into ready-to-eat food products.
Wildcat Mining Operations +5 Trade Value +10 Minerals +25 −2 500
Time 360
Illegal, highly unsafe mining operations operated by the destitute and the desperate, who toil away in the vain hopes of striking it rich.
Illicit Research Labs +2 Clerk Jobs +6 Research Output +40 −3 800
Time 480
Planet Unique All manner of highly illegal R&D is carried out in these secret laboratories.
Smuggler's Port Merchant +1 Merchant Jobs +25% Branch Office Value +50 −3 800
Time 480
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.
Syndicate Front Corporations +2 Clerk Jobs +6 Unity +40 −2 800
Time 480
Planet Unique These above-the-board businesses allow the local criminal syndicate to operate behind a veneer of upstanding legality.
Underground Clubs +10 Amenities +10 Energy +40 800
Time 480
Planet Unique These illegal entertainment clubs will satisfy any vice. As night descends, they are open for business in the planet's seedier districts.
Subversive Shrine
  • +2 Prosperity Preacher Jobs
  • +50% Spiritualist Ethics Attraction
+25 −2 500
Time 360
A meeting place for followers of the Subversive Cult to gather and conduct their ceremonies.
Disinformation Center
  • +2 Clerk Jobs
  • −25% Governing Ethics Attraction
+5 Infiltration maximum +40 −3 800
Time 480
Through targeted advertisements and propaganda, we can control opinion and make the people agree with our version of the truth.

Other holdings[]

The following holdings can be constructed in all branch offices whether the empire has the Criminal Heritage civic or not. They can only be built once per branch office.

Holding Planet bonus Corporate empire bonus Upkeep Cost Requirements Description
Executive Retreat +5% Trade value +10% Empire Amenities
  • −5
  • −1
  • 1000
  • 50
  • Time 600
A luxurious resort complex for high ranking corporate officers. Here they can sample the local planetary culture in a high security environment.
Xeno-Outreach Agency +5% Trade value +25% Immigration Pull
  • −5
  • −1
  • 1000
  • 50
  • Time 600
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.
Imperial Concession Port
  • +25% Branch Office Value
  • +8 Energy
  • Diplomatic weight from economy +5% Diplomatic weight from economy
1000
Time 600
  • Corporate Sovereign civic
  • Or Imperial Charter empire modifier
This concession port enjoys extraterritorial rights and is legally considered the sovereign territory of the Galactic Imperium. It is exempt from local taxes and regulations.
Knightly Fair Grounds +10 Amenities 800
Time 480
Looking like a true fortress, this building is actually a park glorifying our knights and the Quest. Visitors can buy autographs, action figures, and holoposters of their favorite knights. Of course, the true purpose of the facility is to collect information for our Quest and serve as a resupply point for questing knights.
Corporate Clinic Medical Worker +1 Medical Worker
  • +8 Energy
  • +2 Unity
−1 800
Time 480
Pharma State civic A private medical company employing local and off-world medical specialists to provide services for a reasonable fee.

References[]

Game concepts
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