How To Get More Districts In Stellaris


Districts in Stellaris are like city and rural zones in everyday life. Each district has a specific focus, like housing or energy production, plus the number of them on a planet is limited by factors special to the planet itself, like size.

To get more districts clear any tile blockers the planet may have, you gain the ability to remove tile blockers through research. Empire modifiers like completion of the Expansion Tradition gives you one additional District per planet. The maximum number of districts is determined by a planet’s size, features, and empire modifiers.

A planet with a size of 19 may have a maximum of 17 due to features and modifiers. If it has planetary features, like two Industrial Swamplands and some Sprawling Slums, the maximum number is reduced from 19 to 16. If your empire has a modifier, like the finisher effect for the Expansion Tradition that adds one planetary district, the max goes up to 17. Removing all the negative planetary features in this case would give a maximum district number of 20.

Colony Designation

Planets can also be specialized to give you even more benefits from districts, except for your Capital World, which must be left on auto designate. There is also an option on the Colony screen to upgrade to the next Ascension tier when you have enough Unity. It usually costs over 7,000 Unity and gives a bonus +25% to whatever the effects are of a Planetary designation for a planet are plus it reduces empire sprawl by 5%.

There are different types of districts for Planets, Habitats and Ringworlds, and they provide special benefits, like additional housing for City Districts. I think the best way to start covering districts is to start with what I would call the 5 basic districts for the humanoids, machine intelligence and hiveminds.

There are a few Colony Designations I don’t mention in this article simply because they have no direct effect on any of the Districts.

Planetary City Districts

Not all Colony Designations are listed, only the ones that apply to Districts are.

City Districts are the large downtown areas that provide a vast amount of housing and office space for workers. Think New York City. Below is a table for the Humanoid, Machine, and Hive Mind empires. To improve the effects of City Districts the Colony Designation can be set to Urban World. This gives a 10% reduction in Building and District upkeep, you can build City Districts 25% faster, and the trade value of the colony goes up by 20%.

City (Humanoid), Nexus (Machine), Hive (Hive Mind) District
HumanoidMachineHive Mind
Time240480480
Mineral costs450500500
Upkeep in Energy222
Additional Housing856
Additional Building Slots111
Additional Jobs233
Jobs Upkeep000
Produces4 amenities12 amenities12 amenities
8 trade value

Planetary Industrial Districts

Industrial Districts are full of large factories that turn raw materials into products, like steel. A world designated as an Industrial World can build Industrial Districts 25% faster and Artisan and Metallurgist upkeep cost are reduced by 10%.

If a world is designated as a Forge World Industrial Districts are still built 25% faster but the District will shift one Consumer Goods job over to Alloy production if possible. Metallurgist upkeep is reduced by 20%.

Another designation that has an effect on Industrial Districts is the Factory World designation. In this case Industrial Districts will attempt to shift one job from Alloy production to Consumer Goods production. Build speed is still increased by 25% and Artisan upkeep is reduced by 20%.

Industrial District
HumanoidMachineHive Mind
Time240480480
Mineral costs450500500
Upkeep in Energy222
Additional Housing222
Additional Jobs222
Jobs Upkeep15 Minerals16 Minerals12 Minerals
Produces13 Consumer Goods12 Alloys8 Alloys
9 Alloys

Planetary Generator Districts

Generator Districts produce energy, which is essentially the game currency. Energy credits are used for things like purchases at the Galactic Market and for ship upkeep, just to name a few things. Think “Forbidden Planet” when you consider energy output from these areas. Designating a world as a Generator World means Generator Districts can be built 25% faster, Technicians produce 25% more energy and the Worker Pop resource Output is increased by 10%.

A world can also be designated as a Rural world. This increases Generator District build speed by 25% and increases worker pop output by 10%. It also has effects on Agriculture and Mining Districts.

Generator District
HumanoidMachineHive Mind
Time120240240
Mineral costs270300300
Upkeep in Energy111
Additional Housing232
Additional Jobs223
Jobs Upkeep000
Produces42 Energy23 Energy23 Energy

Planetary Mining Districts

Mining Districts are vast “resource extraction centers” that drill deep beneath the planet’s surface to excavate those raw materials your empire needs. If you designate a Colony as a Mining World then the build speed for a Mining District is increased by 25%, Worker output is increased by 10% and Miner and Strategic Gatherer output is increased by 25%.

A world can also be designated as a Rural world. This reduces Industrial District build speed by 25% and increases worker pop output by 10%. It also has effects on Agriculture and Generator Districts.

Mining District
HumanoidMachineHive Mind
Time120240240
Mineral costs270300300
Upkeep in Energy111
Additional Housing232
Additional Jobs223
Jobs Upkeep000
Produces25 Minerals12 Minerals16 Minerals

Planetary Agriculture Districts

Agricultural Districts are the breadbaskets of your empire. By either growing crops or by raising animals they provide the food needed for your population. If a Colony is designated as an Agri-World then it takes 25% less time to build an Agricultural District, Farmers produce 25% more and the “Worker Pop Resource Output” is increased by 10%.

A world can also be designated as a Rural world. This increases Agriculture District build speed by 25% and increases worker pop output by 10%. It also has effects on Generator and Mining Districts.

Agricultural District
HumanoidMachineHive Mind
Time120240240
Mineral costs270300300
Upkeep in Energy111
Additional Housing232
Additional Jobs223
Jobs Upkeep000
Produces37 Food15 Food25 Food

Ring World City Segment

Not all Ring World Designations are listed, only the ones that apply to Districts are.

Ringworld City Segments are roughly the equivalent of City Districts on planets, providing large amounts of housing and office space. Ringworlds also have their own set of Colony Designations.

If a Humanoid, Hive Mind or Machine Ring World is assigned the Ring World designation, then all resources produced by Worker jobs increase by 5% plus the Ring World gets a 20% increase in Immigration Pull.

Ringworld City Segment
HumanoidMachine (Nexus)Hive Mind
Time180360360
Mineral costs90010001000
Upkeep in Energy555
Additional Housing402530
Additional Jobs81017
Produces-50 Crime18 Energy10 Unity
+2 Stability40 Amenities60 Amenities
14 Amenities
24 Trade Value
4 Soldier Jobs

Ring World Research Segment

A District that is unique to Ring Worlds is the Research Segment. This is a segment of a Ring World that is crammed full of Research Labs and facilities of all kinds. A Research Ring World designation for all three basic empire types provides a 15% bonus to all research jobs. This bonus applies to all three basic empire types.

Ringworld Research Segment
HumanoidMachineHive Mind
Time180360360
Mineral costs90010001000
Exotic Gases Cost455050
Upkeep in Energy555
Upkeep in Exotic Gases222
Additional Housing101010
Additional Jobs101010
Jobs Upkeep20 Amenities40 Energy60 Minerals
Produces98 Society, Physics, & Engineering Research53 Society, Physics, & Engineering Research46 Society, Physics, & Engineering Research

Ring World Agricultural Segment

These are essentially the same as Agriculture Districts on planets but with much more food production capability. An Agricultural designation for a Humanoid empire gives a 25% boost in food production from Farmers and a Worker resource output of an additional 10%. For a Hive Mind and Machine empire it only produces an increase of food output of 25%.

Ringworld Agricultural Segment
HumanoidMachineHive Mind
Time180360360
Mineral Costs90010001000
Volatile Motes455050
Upkeep in Energy555
Upkeep in Volatile Motes222
Additional Housing101015
Additional Jobs101015
Produces165 Food57 Food111 Food

Ring World Industrial Segment

Similar to Industrial Districts on planets but they have much more production capability. These segments can provide a significant bonus to your empire’s industrial base. Currently there is no special designation affecting an Industrial Segment in a Ring World.

Ringworld Industrial Segment
HumanoidMachineHive Mind
Time180360360
Mineral Costs90010001000
Volatile Motes455050
Upkeep in Energy555
Upkeep in Volatile Motes222
Additional Housing101010
Additional Jobs101010
Jobs Upkeep60 Minerals80 Minerals60 Minerals
Produces54 Consumer Goods45 Alloys34 Alloys
36 Alloys

Ring World Commercial and Generator District Segment

The Human empires have a Commercial District at their disposal, for Hive Mind and Machine empires they have Generator Districts instead.

A Commercial Segment is dedicated to commerce and trade while a Generator District focuses on producing vast amount of energy.

A Commercial designation increases the Ring World’s trade value by 20%.

For Hive Minds and Machine empires a Generator Colony Designation increases Energy output by 15%.

Ringworld Commercial-Generator Segment
Humanoid (Commercial)Machine (Generator)Hive Mind (Generator)
Time180360360
Mineral Costs90010001000
Rare Crystals455050
Upkeep in Energy555
Upkeep in Rare Crystals222
Additional Housing101015
Additional Jobs81015
Jobs Upkeep4 Consumer Goods00
Produces20 Amenities90 Energy102 Energy
48 Trade Value

Habitat Habitation District

Habitats also have their own special sets of designations and districts and only designations applying to Districts are listed.

Habitation Districts provide additional housing for your citizens, even if the living accommodations are a little sparse in amenities.

Habitat Habitation District
HumanoidMachineHive Mind
Time115138138
Mineral Costs450500500
Upkeep in Energy222
Additional Housing888
Additional Jobs022
Produces08 Amenities8 Amenities

Habitation Industrial District

Habitation Industrial Districts are similar to planetary Industrial Districts, but they have the added advantage of working in a low gravity environment.

A Humanoid, Hive Mind or Machine empire Habitat with an Industrial Station designation increases build speed by 25% and Metallurgist and Artisan upkeep is reduced by 10%.

A Humanoid, Hive Mind or Foundry designation for a Habitat also increases Industrial District build speed by 25% and reduces Metallurgist upkeep by 20%.

A Humanoid empire’s Factory designation increases Industrial District build speed by 25% and reduces Artisan upkeep by 20%.

Habitat Industrial District
HumanoidMachineHive Mind
Time115138138
Mineral Costs450500500
Upkeep in Energy222
Additional Housing333
Additional Jobs222
Jobs Upkeep12 Minerals16 Minerals12 Minerals
Produces12 Consumer Goods12 Alloys8 Alloys
8 Alloys

Humanoid Habitat Trade, Leisure & Research Districts

The Human empires have Trade and Leisure districts, plus a specialty district like a Research District if a Habitat is built over a planet with a resource. Trading Districts provide a place for merchants to conduct trade and business, Leisure Districts provide the entertainment to keep your pops happy.

A Humanoid Leisure Station designation increases that district’s build speed by 25% plus it provides a bonus of 10% in Happiness.

A Humanoid Trade Station designation increases that district’s build speed by 25% plus the Station’s Trade Value goes up by 20%.

A Humanoid (Specialty) Research Station designation reduces that district’s build speed by 25% plus it provides a 10% boost in Researcher output.

Humanoid Habitat Trade, Leisure & Research Districts
TradeLeisureResearch (Specialty)
Time115115120
Mineral Costs450450450
Upkeep in Energy222
Additional Housing333
Additional Jobs433
Jobs Upkeep3 Consumer Goods6 Consumer Goods
Produces8 Amenities7 Unity30 Physics, Engineering & Society Research
20 Trade Value30 Amenities

Machine & Hive Mind Habitat Reactor & Auto-Mining Districts

Similar to Generator Districts on planets, these produce vast amounts of Energy for your empire. Hive Mind and Machine empires can also gain a Specialty District if a Habitat is built over a planet with a resource like Minerals.

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A Machine or Hive Mind empire with a Habitat having the Generator Station Colony Designation reduces build speed for that district by 25% plus it increases its Energy output by 10%.

Machine & Hive Mind Habitat Reactor & Auto-Mining Districts
Reactor (Machine)Reactor (Hive Mind)Auto-Mining (Specialty)
Time138138120
Mineral Costs500500500
Upkeep in Energy222
Additional Housing333
Additional Jobs344
Produces44 Energy42 Energy30 Minerals

Rich Gallien

I've always liked board games like chess and PC games, especially space based strategy games, which lead to the creation of this site. I hope you enjoy it as much as I enjoyed creating it and updating it with new games!

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