Deciding what to build on Stellaris planets and deciding when to build something can appear to be challenging but it really doesn’t need to be.
Build districts and buildings that increase the output of your planet’s specialty. Keep crime under control, prevent overcrowding, and produce enough amenities on the planet to keep the population happy; otherwise, production will suffer and if happiness gets low enough a revolt could occur.
For example, if a planet has 7 food districts, 2 mineral districts, 3 generator districts, and 8 Industrial districts the AI will probably designate it as either an Industrial World or Agri-World and will probably use any buildings you construct as a tie breaker if needed. The planetary designation can also be set manually at the Planet Summary tab, and it can be changed if you have an immediate need for another resource that the planet is capable of producing.
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What I like to focus on first is keeping everything in the upper right corner of the Planet Summary tab in the green. Allowing overcrowding, having low amenities, and having crime present all decrease morale, which decreases production.
For example, if I’m having a problem with crime, I will build a Precinct House. This produces enforcers who will work on decreasing crime. The same is true with amenities, building a Holo-Theater will have a significant impact on an amenity shortage (+20), plus it will also solve an overcrowding problem if you have one. You can also build a city district to eliminate overcrowding. My philosophy is to construct buildings that I need, and if I don’t have an immediate need I’ll leave the building slots empty until I see a need for a building.
I’ll also look at my districts and make sure my planetary designation makes sense, then start building the districts for that specialty as the pops become available to man the facilities. I will usually focus on energy districts first since that’s what I’m usually the shortest on, plus with enough energy credits you can buy other resources you’re short on or don’t have, so having a lot of energy credits is a sound strategy. I also like to build any specialized buildings, like an energy grid, that increases the total output of the resource the planet specializes in.
How Many Planets Should I Have In Stellaris
The short answer is grab as many as you care to micromanage since there is no penalty, except for empire sprawl, to having lots of systems and planets. Some players recommend 5 to 10, some recommend more based on the map size. Having more planets and systems will increase empire sprawl penalties, but the planets and systems will more than compensate for that problem with the resources they produce. Empire sprawl is not a profoundly serious thing and can be handled with a strong economy. Increasing administrative capacity will reduce it as well, read my “how to increase administrative capacity” page if you want to discover some good ways for handling that problem (you can also use the customized menu at the top of the page to find all the Stellaris articles on this site).
I will colonize everything in sight if the habitability rating is 80% or better. When I get the terraforming technology watch out because I will methodically start turning all those red planets green. Terraforming usually costs 5,000 energy credits, and usually by the time I have that technology available I have a very strong economy that can handle the cost. I like having a lot of planets since having a lot makes it tougher to get knocked out of the game, plus I enjoy having planets to manage. The only real consideration is how many do you want to micromanage.
How Do You Manage Planets Stellaris
Clicking on a planet in the outliner or clicking on the planet itself will bring up what I like to call the Planetary Management screen that has four tabs, although in the game the screen has the name of the planet you’re managing. The tab you will do most of the planet management on is the Planet Summary tab.
This screen has a wealth of information and management options. At this screen you can terraform a planet if you have that technology available.
One important thing to manage is planet happiness, which is summarized in the upper right corner of the screen. I won’t go into this too much since it was already mentioned at the beginning of this article. The best thing to remember is to keep all the numbers green.
The two most important options at this screen are the options to build districts and buildings. Clicking on a district will bring up the district details screen telling you what the upkeep costs will be and what the time and cost is to build it. If a district of that type is available clicking the build button will start construction of the district. Unless there are other pressing needs constructing a district that matches the planet’s specialty or takes advantage of the planet’s specialty is the best thing to do.
The same basic philosophy goes for buildings as well. Buildings can also influence some of the factors for happiness so building those as needed is a good idea. If there is no pressing need then it’s always a good idea to focus on research buildings, something I tend to neglect.
A planet will start out with a colony designation and will be reassigned a new designation automatically based on its districts and buildings, but you can also choose the planet’s designation manually if you want to.
You also can make decisions at this screen that can affect population growth, like declaring Martial Law if the planet gets too unruly, or distributing luxury good to keep those unemployed pops happy. You can even expel excess population at the expense of some planet stability. All these decisions come with a cost, like energy, consumer goods, or minor artifacts.
The population tab allows you to set job priorities and monitor population growth while the armies tab is where you can see the number of defending armies you have on the planet and is where you recruit Assault Armies.