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How to Manage Planets in Stellaris? (Guide 2021)

Your destiny in Stellaris is to aim high, but never ignore your history. Colonial planets are the heart of any interplanetary Empire.

Stellaris is concentrated on exploring space, expanding territory, and constructing ships and stations, it’s easy to forget about your planets where the majority of the populations dwell. Galactic colonies are unquestionably critical elements of a civilization’s infrastructure and economy, behaving as the basis upon which the remainder of your Kingdom is formed; as a result, you should presumably care for them.

Every kingdom begins with one single planet as its home planet and capital of the territory, with the ultimate goal of colonizing more habitable worlds. Planets can satisfy both the requirements of the population and the expectations of their Empire if they are effectively managed. Before conquering a new galactic planet, you must ensure that it is liveable for your kingdom. This will significantly raise happiness, population, and stability while using minimal supplies to keep the galactic colony running, such as food and other goods, unless you get trapped in the Stellaris time loop.

Provinces are large regions of focus on the globe committed to a certain aim, such as residence or supplies gathering. On a planet, the maximum count of districts and zones that can be created is equivalent to the planet’s size. Farming districts are further defined by the amount of mining, manufacturing, and depositing districts. Your Empire’s total size might grow with each district you build. 

To make manufactured commodities like consumer products and metals, you’ll need to construct distinctive structures. Buildings may only be constructed in comparison to the planet’s population. If you conquer, restore, or construct an Ecumenopolis, specific districts are solely dedicated to the production of certain rare supplies. 

Planets can be allocated to specialized tasks that will help your Kingdom as a whole. Planets with a lot of city districts, for example, are referred to as City/Urban Worlds, whereas planets with stronghold structures are referred to as Fortress planets.

Stability is a measurement of a planet’s overall stability and happiness, either political or in terms of functionality while playing like a hive-mind or machine kingdom. Happiness, accommodation, facilities, and criminality or deviance are all factors that affect this. 

Sustaining planet equilibrium is highly encouraged; each degree of stability adds a little number of supplies from jobs, trade value, and immigration. If the stability is less than 25%, this could lead to terrorist protests, attacks, and other issues. In kingdoms with a substantial number of slaves that aren’t nerve-patched, hunger protests and uprisings are possible.

Revolt can develop when a planet’s equilibrium falls below 10%. Each enslaved population has one offensive army and two different slave armies, hence the number of planetary rebel armies is proportional to the planet’s population. The planet’s integrity will be boosted by 20% for nine years (in-game) if the rebel armies are defeated. If the insurgents succeed, they will take management of the area, the system’s starbase, or any settlements in the game’s system, becoming a new, separate Empire. This renegade Empire is occasionally annexed by an opposing neighboring Empire.

Deviance and criminality are indications of the total non-compliance among the world’s population. Poverty does not lead to crime or deviance, but if no action is taken, it might add to the causes that create them. Particular jobs and political leaders, all contribute to a reduction in violence and public disorder. If nothing is done to combat crime, the globe may descend into a criminal world. This criminal underworld can be eradicated if criminal activity is reduced to zero percent.

If the planet owner has a Business Pact or Union with the Corporate Kingdom or is their Member if you own the Megacorp DLC, kingdoms with the Additional Authority can open a sub-branch office on another kingdom’s world. These sub-offices can benefit both the kingdom that developed them and the area on which they are constructed. Kingdoms with the Criminal Civic can initiate their own sub-branch offices without a Pact. 

Such arrangements help the Evil Empire as well as the earth, but they also increase global crime rates. The planet holder will be granted the Casus Belli if any offices are constructed.

When rival empires are at war, they may effectively overrun your land and reach your planets, launching ground attacks to grab them. So, your defensive forces are your final line of protection. The count of defensive forces can be increased by constructing and improving certain structures, such as precincts and strongholds. 

A player can also declare martial law on the world, which would increase stability and provide soldiers for your people. If a planet is blasted from orbit, a galactic shield can be created to minimize the damage by 50%. This rare technology, on the other hand, is unlikely to appear until the game’s middle to late stages.

The population of a galaxy should be properly monitored and controlled. Population contentment and stability may suffer if there are insufficient facilities, job vacancies, and residential space. If a planet’s population grows too quickly, you can make a decision to set population management or reduce planetary growth, according to your Empire’s laws and norms. 

Decisions are large-scale undertakings capable of providing quick fixes to keep your planets running smoothly. You can relocate inhabitants to reside in other worlds with work and living area options, according to your Empire’s policy. This may aid in the rehabilitation of jobless or homeless individuals. If your people are endangered by an enemy Empire or a crisis, relocation can be used as a kind of evacuation.


Stellaris is already a fantastic game, but there’s still a lot more to accomplish and update. The game’s mechanics and combat mechanism, for example, need to be updated by the developers. In addition, the game should be updated to include additional discoverable locales. They’ll be able to create an immortal game this way. 

On the other hand, this game is both tough and entertaining to play. This game combines strategy, planning, tactics, and furious gameplay into one package. All of Stellaris’ features keep players interested and entertained. In the end, this is a game that you must try.

What do you think?

Written by Kesara Bandaragoda

GAG Staff

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