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 Humanoid Machine Hive Mind Time 240 480 480 Mineral costs 450 500 500 Upkeep in Energy 2 2 2 Additional Housing 8 5 6 Additional Building Slots 1 1 1 Additional Jobs 2 3 3 Jobs Upkeep 0 0 0 Produces 4 amenities 12 amenities 12 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 | |||
Humanoid | Machine | Hive Mind | |
Time | 240 | 480 | 480 |
Mineral costs | 450 | 500 | 500 |
Upkeep in Energy | 2 | 2 | 2 |
Additional Housing | 2 | 2 | 2 |
Additional Jobs | 2 | 2 | 2 |
Jobs Upkeep | 15 Minerals | 16 Minerals | 12 Minerals |
Produces | 13 Consumer Goods | 12 Alloys | 8 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 Humanoid Machine Hive Mind Time 120 240 240 Mineral costs 270 300 300 Upkeep in Energy 1 1 1 Additional Housing 2 3 2 Additional Jobs 2 2 3 Jobs Upkeep 0 0 0 Produces 42 Energy 23 Energy 23 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 | |||
Humanoid | Machine | Hive Mind | |
Time | 120 | 240 | 240 |
Mineral costs | 270 | 300 | 300 |
Upkeep in Energy | 1 | 1 | 1 |
Additional Housing | 2 | 3 | 2 |
Additional Jobs | 2 | 2 | 3 |
Jobs Upkeep | 0 | 0 | 0 |
Produces | 25 Minerals | 12 Minerals | 16 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 Humanoid Machine Hive Mind Time 120 240 240 Mineral costs 270 300 300 Upkeep in Energy 1 1 1 Additional Housing 2 3 2 Additional Jobs 2 2 3 Jobs Upkeep 0 0 0 Produces 37 Food 15 Food 25 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 Humanoid Machine (Nexus) Hive Mind Time 180 360 360 Mineral costs 900 1000 1000 Upkeep in Energy 5 5 5 Additional Housing 40 25 30 Additional Jobs 8 10 17 Produces -50 Crime 18 Energy 10 Unity +2 Stability 40 Amenities 60 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 | |||
Humanoid | Machine | Hive Mind | |
Time | 180 | 360 | 360 |
Mineral costs | 900 | 1000 | 1000 |
Exotic Gases Cost | 45 | 50 | 50 |
Upkeep in Energy | 5 | 5 | 5 |
Upkeep in Exotic Gases | 2 | 2 | 2 |
Additional Housing | 10 | 10 | 10 |
Additional Jobs | 10 | 10 | 10 |
Jobs Upkeep | 20 Amenities | 40 Energy | 60 Minerals |
Produces | 98 Society, Physics, & Engineering Research | 53 Society, Physics, & Engineering Research | 46 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 Humanoid Machine Hive Mind Time 180 360 360 Mineral Costs 900 1000 1000 Volatile Motes 45 50 50 Upkeep in Energy 5 5 5 Upkeep in Volatile Motes 2 2 2 Additional Housing 10 10 15 Additional Jobs 10 10 15 Produces 165 Food 57 Food 111 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 | |||
Humanoid | Machine | Hive Mind | |
Time | 180 | 360 | 360 |
Mineral Costs | 900 | 1000 | 1000 |
Volatile Motes | 45 | 50 | 50 |
Upkeep in Energy | 5 | 5 | 5 |
Upkeep in Volatile Motes | 2 | 2 | 2 |
Additional Housing | 10 | 10 | 10 |
Additional Jobs | 10 | 10 | 10 |
Jobs Upkeep | 60 Minerals | 80 Minerals | 60 Minerals |
Produces | 54 Consumer Goods | 45 Alloys | 34 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) | |
Time | 180 | 360 | 360 |
Mineral Costs | 900 | 1000 | 1000 |
Rare Crystals | 45 | 50 | 50 |
Upkeep in Energy | 5 | 5 | 5 |
Upkeep in Rare Crystals | 2 | 2 | 2 |
Additional Housing | 10 | 10 | 15 |
Additional Jobs | 8 | 10 | 15 |
Jobs Upkeep | 4 Consumer Goods | 0 | 0 |
Produces | 20 Amenities | 90 Energy | 102 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 Humanoid Machine Hive Mind Time 115 138 138 Mineral Costs 450 500 500 Upkeep in Energy 2 2 2 Additional Housing 8 8 8 Additional Jobs 0 2 2 Produces 0 8 Amenities 8 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 | |||
Humanoid | Machine | Hive Mind | |
Time | 115 | 138 | 138 |
Mineral Costs | 450 | 500 | 500 |
Upkeep in Energy | 2 | 2 | 2 |
Additional Housing | 3 | 3 | 3 |
Additional Jobs | 2 | 2 | 2 |
Jobs Upkeep | 12 Minerals | 16 Minerals | 12 Minerals |
Produces | 12 Consumer Goods | 12 Alloys | 8 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 | |||
Trade | Leisure | Research (Specialty) | |
Time | 115 | 115 | 120 |
Mineral Costs | 450 | 450 | 450 |
Upkeep in Energy | 2 | 2 | 2 |
Additional Housing | 3 | 3 | 3 |
Additional Jobs | 4 | 3 | 3 |
Jobs Upkeep | 3 Consumer Goods | 6 Consumer Goods | |
Produces | 8 Amenities | 7 Unity | 30 Physics, Engineering & Society Research |
20 Trade Value | 30 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) Time 138 138 120 Mineral Costs 500 500 500 Upkeep in Energy 2 2 2 Additional Housing 3 3 3 Additional Jobs 3 4 4 Produces 44 Energy 42 Energy 30 Minerals