stellaris how to increase amenities. My general plan is (a) District or building relevant to specialization, (b) a City district to increase housing, (c) a Holo-Theater. stellaris how to increase amenities

 
 My general plan is (a) District or building relevant to specialization, (b) a City district to increase housing, (c) a Holo-Theaterstellaris how to increase amenities  how to increase amenities as a machine empire

Sometimes its at 0%, 2 of my planets have been revolted already. #3. It does leave a Hive in an odd position. 4: Energy in the very early game. Keep factions as happy as possible. In Stellaris, how do you specialize worlds? To keep your economy stable, you must change buildings one at a time parallel on both worlds if you want a forge and research world. This page was last edited on 11 February 2020, at 18:14. Being on planets with less than 100% ha. Besides 10 amenities, an entertainer produces 1 unity and 0. Happiness bonus from high amenities is capped at +20%, which results in a 12 point increase in stability, which in turn results in a 7. What Robots Need To Survive. To increase Amenities as a Machine empire, you will need to employ Maintenance Drones (you can get more of these jobs from Nexus districts) or by. If stability is 50 or below, increase amenities higher. Don't use the Crime Lord decision, criminals will eat your economy. Certain buildings and other sources can. Disable police to deal with crime lord then reenable them again to dismiss crime. the idea with gestalts is that amenities represents infrastructure maintenance, surprisingly gestalts are more affected by amenities than normal empires since it directly decreases stability, for most empires it decreases happiness which can be finagled so you can at least partially ignore amenities. Which of these options gives the most amenities? Holo Theaters are the best way to produce both amenities and unity, producing 20 amenities and 4 unity while requiring only 2 pops and 2 consumer goods per month in upkeep. Remember, there's nothing wrong with keeping a colony at 2 pops and just having all further growth resettle away. if you close jobs on your main planet and deprive housing, you can divert almost your entire pop growth on the main planet towards immigration. they use synapse drone jobs to increase admin capacity (and also amenities and unity). You can find the various planetary features, planet classes and modifiers on the Stellaris wiki "ID" page. Getting e. 66 - 0. Highlight the stability number and a drop down will tell you where it's coming from. Thanks to modifiers like longer Leader lifespans, no happiness mechanics, and access to many unique civics, it has the potential to completely change how. (The mod assumes the default game setting value of 1. The ways to increase stability are Crime lord cheese, amenities+festival of worlds, and deep space happy farm. 8 Amenities: 7 Unity: 30 Physics, Engineering & Society Research: 20 Trade Value: 30 Amenities: Machine & Hive Mind Habitat Reactor & Auto-Mining Districts. I have found a SUPER cheez way to get around the claims system in my recent playthrough. City Districts start out giving +5 Housing each, but two different tier Techs increaeses that by +1, and in the Prosperity Tradition you can get another +1, for a total of +8 per District. #6. In order, the best government authorities in Stellaris are; Oligarchic, Imperial, Hive Mind, Corporate, Dictatorial, Machine Intelligence, and Democratic. how to increase amenities as a machine empire . It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. Luxury Homes More of a late-game thing on small planets that have a severe housing crunch. The Galactic Community is a governing body where each member empire can vote on laws that affect all other member empires. Crime doesn't have to be all the way 0% to stop. Assuming you didn't bump up your species' living standards, Workers have a lower Consumer Goods upkeep than Specialists, which means the upkeep increase from low habitability doesn't hurt as much. Unfortunatly there is currently no real downside for doing this in stellaris but then again there is also no real downside in the nations were it happens nowadays as the poor masses hardly have the energy to rise up and if they did would. Amenities for the planet. . Productivity will increase a lot if you live in stable planets. Malus there will be inability to create most of the buildings (some choices still baffles me - for example you can. The benefits of this civic come in two forms. For playing Homolog in 2. Please help with verifying or updating this section. Rogue Servitor can use biotrophies to boost happiness and thus boost stability, but I don't recommend. ) Complete Harmony Traditions: This. Influence, alloys and empire size are critical now. Keep planet capacity high enough for maximum logistic growth bonus. Therefore, with maximum investment into using artifact weapons, you can get the cap all the way up to 6. Hydro bay has 1 credit upkeep. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. The rights can be determined individually for each species and can be changed every 10 years. Having high Amenities will increase Stability. Edit to make more sense: essentially if you’re over 10 housing you’ll have 100% pop growth from housing, under 10 spare housing and you’ll get increasing debuffs to pop growth (from 5% to around 50% idk the exact equation it depends on your total pop. Push amenities hard. ago 1-Pops are the real currency of this game keep that in mind, no pops and you can't. Yes. Early game, if you need amenities, get entertainers or a temple. I have a shortfall in amenities. Using +20% amenities trait helps you squeeze out more. But, as far as I know, Power Hubs don't increase the credits storage limit, just the overrall energy output of the Power Plants on the planet. Build any buildings that increase ethic attractions etc. . harveytoadface. Another thing is that hive minds and robots don't get the option to build Ecumenopolis thus they don't get the perk, the only way is to take one over or. Basically Thrall World is a designated planet for slaves, where lucky few are overseeing shitton of their fellow enslaved kin. Every new planet also ends up being a mineral sink as you spend them on districts, buildings, and the monthly upkeep of specialists. File must be called ' [insert file name here]' without the brackets. Clerks provide Amenities, keeping the planet's people happy. Second, is that leaders are also much less likely to develop negative traits. In the Late Game you can trade it for the Galatic Stock Change that gives you +2 Merchants & +20% trade value. 0. When fully completed, this structure can build up to 20 ships at a time and increase your empire’s shipbuilding speed by 100%. It's under 4. Influential Leaders - This perk will give you a flat boost to influence of 0. 1. They sound good, providing Amenities and pop growth, but if you actually run the numbers the amount of growth they give is very tiny compared to their staffing requirements, and Entertainers vastly outperform them as Amenities producers. Getting the harmony Path increases Stability. Finally, you don't need high Amenities. #2. Like, when 1 Entertainer can provide Amenities for 20 pops, employing extra Entertainers to get +20% citizen happiness from Amenities. g. 2. The galactic community. The top is a standard game start human who has surpassed the base age of 80. You just need to hit zero, although low positives is better than low negatives. Maintenance Drones will probably fill around 20% of your Jobs. - increase stability by increasing pop approval and happiness by increasing amenities (better living standards can help but is not necessary) -increase habitability -terraform your planets into Gaia worlds, which gives +10% output to all resources and has the side effect of increasing stability from its other bonuses (req. Certain buildings and other sources. Increase Unity output by +25% and happiness by +15%. This is clearly a bug. Related Topics. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. run. Important for players that enjoy the role-playing side of Stellaris, this trait lets you dictate what direction the civilization heads. 6 the cybernetic ascension has a pop trait called Durable which reduces amenity consumption by -0. Growth of the individual planets is the one of the most important factors that can bring economic success in Stellaris. Our empire thirsts for more specialized alloys and precious metals. And that amount of amenities production would be 13. Robots and Machines are actually two different things (it's confusing, but that's the way Stellaris does it) and Machines do not have Happiness at all. Commercial Zones and Gene Clinics only produce 10. It ranges from 0 to 100 and has a base level of 50. The occasional nexus district + emotion emulators + prosperity tree finisher = amenities are solved ezpz. You could just designate mining world, max mining districts, fill rest with housing districts and place work buildings maybe amenities to boost happiness for a bit more mineral output. Empires may have a variety of governments such as a democracy, oligarchism, despotism or imperial rule. Build a Holo Theater (or Temple is Spiritualist) to increase Amenities, and have your new pops work the jobs. You must go to war during this time frame. Once you have a strong supply then you can start creating specialized planets. Stability is a measure of the overall stability of a world, either socio-political or in terms of drone functionality, and is influenced by a large number of factors such as happiness, housing, amenities, and crime or deviancy. While unemployment, low stability and homelessness boost emigration push. MozarteanChaos Apr 14, 2020 @. 1. In conjunction with the in-game tutorial, this beginner’s guide serves to help new players learn the basic mechanics of the game and provide. Happiness is calculated in the game and it is a per 'pop' basis. Preventing your leaders from becoming useless. [diplo] [id] reverse_diplo action_invite_to_federation 01. 16EC of upkeep. To keep pace with the increases in tech costs and maintain the same effective research rate you had before, you only need to increase your research output by +10% for every additional 100 empire size. The pop growth. As for promoting immigration: hover over the migration numbers on your planet tab for more details. 6% resources from jobs, +0. For the time I've been playing Stellaris, I've never quite known how to increase amenities in a significant way. Discussion. Get as many pops as you can, which means keeping everyone as happy as possible (usually with amenities), and building robot factories and cloning vats (locked behind the genetic ascension path) which increase the population growth and therefore a strong economy. To improve the effects of City Districts the Colony Designation can be set to Urban World. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. Pop growth is what hive minds shoud focus on. The Death Chance is shown to show how likely it is they will need to be potentially replaced. you just need to have High pop Happiness. With the 3. To reduce amenities usage, you can take the One Vision ascension perk for a 10% reduction. Each level gives a slight increase to research speed; matching specialisation increase research speed (and potential chance to roll a tech of the same category); certain traits increase research speed. +6% production for 10 amenities on a 10 pop planet is the same exchange rate as +6% for 100 amenities on a 100 pop planet. Or wait for terraforming or gene modding if you are more xenophobic. Games. This base rate then gets modified by the logistic growth adjustment. Instead of a Happiness bonus from surplus Amenities, higher Living Standards could increase Amenities upkeep (along with Consumer Goods upkeep). but Stellaris. The penalty stack up to 10 times and 2 stacks are removed for each year of war. City districts, Luxury housing, Commercial zones, and Holo theatres. This will cost around 100 alloys and some influence. I’m jumping in to talk about the new observation events we have in First Contact!. Each Generator district has 2 technician jobs (which make energy) and two housing. 3 energy upkeep. There are three types of modifiers. Jump to latest Follow Reply. Only what you need to keep your pops working. However, for advanced resources such as Alloys, Consumer Goods, Research, and Amenities, you’ll need to construct buildings to produce them. Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. Gene Clinics are viable for early amenities issues. EulersApprentice May 7, 2023 Jump to latest Follow Reply Amenities are a very important mechanic in stellaris. Often it's the first building. As always: Dont neglect diplomacy. will check it out. You have to be more deliberate. Now Charismatic adds 33 x 0,2 = 6,6 Amenities for a total of 7,6 extra Amenities. Jobs are divided into different strata, with one higher than the other. ago. +1% Leader Upkeep cost. I captured a planet, now all of the population are slaves, the stability on the planet is 0, and I see that specialist jobs are left unfilled. I'm taking huge penalties because of it. Only naval capacity and administrative capacity are not considered as resources (edit: also amenities and trade value). Habitats are vast stations considered as Stellaris megastructures that you can build if you have Utopia Stellaris DLC purchased. Conclusion. In fact you can argue that amenities are a worse deal since they stack additively with other bonuses. 3: As much as my admin cap will allow early on, until I can safely ignore it near mid-game and just pay for any increase in costs. Thanks to this large surplus, you can completely disable clerk jobs and free up more pops to work more productive jobs. Humanoid. Habitability affects consumption of food, consumer goods, and amenities. Any help is appreciated. Showing 1 - 10 of 10 comments. Failure to take the correct opportunities when it comes to expansion will lead to stagnation. This should put you at 98-100% stability assuming your happiness and political power ratio are set up. Pick the best living standard. which gives 5 stability, 10 amenities, and 100% governing ethics attraction. The only stats that you need to worry about on a per-planet basis are stability, amenities, housing and unemployment. It's okay once you get some xenos to handle amenities jobs, but if it's just your main species it's crippling. When you finish the prosperity tree you get +1 maintenance job per 20 pop for and extra 5 amenities per 20 pop. There is no situation in Stellaris where this ascension perk is not one of the best. Note that this modifier actually increases the rate of construction, thus a 100% increase in build speed is equal to a 50% reduction in build time. Gestalts are able to game amenities with increase in stability. Are you struggling with building and maintaining good economy in Stellaris? Is your empire on FIRE!? Are you missing key resources like alloys, energy cred. 5. Last edited by Melkor Darkstar ; May 21, 2019. Do you find managing crime and amenities across your vast empire micromanaging hell, well no more. A Guide for Stellaris. If you sell both food and goods you're at +12 credits. Acoasma. 2 percent increase to tradition cost. The only effective way I found is to make little protectorates with 3-7 worlds and integrate then after they reach population limits and then again untill they reach pop limit capacity in their worlds. It provides an increase of 3 amenities and 2 culture to all cities within six tiles of it unless you have the Rise and Fall Expansion. Before we get into details and see how you can actually build Orbital Rings and exploit them in the best possible way, let’s just say this –. In 3. Shatari Corporal. So first you need minerals and energy, then you need an empty building slot to build an alloy plant and then you can get into the swing of it. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. Getting the harmony Path increases Stability. Robot populations automatically receive the 'Mechanical' Trait, which means they add +200 percent habitability to any planet. You can also build research labs on your planets. While Clerk Jobs have a poor yield of only 4 Trade Value per Jobs,. City districts provide maintenance drone jobs which are your source of amenities. Entertainers convert 1 consumer good into 2 unity and 10 amenities each. That's 5% pop upkeep, 5% amenities usage, 2. Science is considered a resource, yes. 5% job output and 2. Finally, you don't need high Amenities. or spend unity on some or all of the following traditions: Politics tradition tree. That means over 20 amenities, if the governor is on high level. A trade hub module increases the collection range by plus one. Make your biggest factions happy to get the most influence. Even in the worst case scenario, a basic luxury housing building is giving you +3 planetary capacity, at the cost of 1 building slot. And machine empire governors can "live" very long. Demographics in a multispecies empire. 0 unless otherwise noted. 2 after a long hiatus. Even ignoring natural tile resources if needed. But the logistic growth (The planet side one) slows pop growth to a crawl when you are nearing the capacity so that it ends up better using the automatic resettlement because no one really wants to use planetary decision that drasticly slows or stops pop. Once the research is complete, you can enact the decision to improve the size of your habitats to six. A Slave might take jobs from Specialist or Worker Stratum, but a Slave will never receive the same amount of Consumer Goods upkeep of a Specialist or a Worker. Growth is slow due to the limited districts and I never have enough housing or jobs for them. ; About Stellaris Wiki; Mobile view This page was last edited on 10 February 2020, at 17:38. You could even tie a logistics to your fleets. If you are a more benevolently inclined star-nation, give everyone, including the conquered, social welfare or utopian abundance, for +10% or +20% happiness. Planetary Automation will now take resources directly from an Empire’s resources, and we have added the ability to forbid using specific resources. To keep pace with the increases in tech costs and maintain the same effective research rate you had before, you only need to increase your research output by +10% for every additional 100 empire size. I build repair facilities, but it does not help. Keep free housing at 3 or higher, and free amenities at 0 or higher. This Edict is a focused administrative effort to reprioritize and re-evaluate production goals, yielding a boost to mining output. Like in other modern Paradox games, the. Mat culture workers produce a lot of amenities. They are all good choices, and picking your favorite is never a mistake. The nobles from "aristocratic elite" civic also increase stability. Stellaris Wiki Active Wikis. (The ability to increase how much you get per branch office 10% means they would never need Entertainers. Sharp decrease in housing for freed robots. It depends on how many suitable planets I find, reserving admin for districts means less systems so I have to focus on grabbing key choke points before enemy gets them. Which just increase amenities. If you are struggling to keep planets above 40% stability, make a less populated species in your empire domestic servants and give them servant jobs before building. They can increase empire unity, improve. How to Increase Stability in Stellaris. The penalty stack up to 10 times and 2 stacks are removed for each year of war. 50 extra influence, as well as a percentage increase of your influence gain by 15%. 2. Rogue Servitor can use biotrophies to boost happiness and thus boost stability, but I don't recommend. Then focus on whatever the planet's specialization is. They provide resources by working in jobs created by districts and buildings, and also produce unity if they are part of a specific faction. has_trait = trait_ingenious. 3 habitats right off the bat means 3x pop growth vs a single planet start. Go to Stellaris r/Stellaris • by astrangehumantoe Determined Exterminator View community ranking In the Top 1% of largest communities on Reddit. Vuk Radulovic. Fungalloid hive minds get amenities from their unity buildings. Jetda Mar 22, 2020 @ 6:26am. Amenities and Living Standards. Before players can build their first Orbital Ring Megastructure in Stellaris, they'll first need to discover and research the Orbital Rings tech. Any empire that established communications with a Galactic Community member is able to join or leave. Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. Make friends, create defensive pacts. Stellaris Habitat: Complete Guide [2023] June 27, 2023. Stellaris Manage Crime & Amenities with planet Automation. picture comment: how do you get amenities in 3. Stellaris Cheats and Console Commands. Instead, it increases the amount of amenities, consumer goods and food each pop on that world will require, but those penalties are rather harsh and require you to spend a lot of resources for little benefit. Amenities goes up to +20% happiness. 1st slot goes to Commercial Forum, which improves branch value +25%, raising the profit you get from it. Instead you will have to find them, mostly from excavating Archaeological Sites. Study your Factions. Stellaris Manage Crime & Amenities with planet Automation. It's most likely happiness, either unemployment or species slavery, or low amenities. Megacorp is a way to be a massive galactic powerhouse as tall because with branches you aren't using pops for resources. The happiness of a pop that belongs to a faction is directly correlated to the faction approval. A medical worker give +5% population growth and organic assembly speed. Find a concubine. Good shield and armor. +20% happiness will dramatically raise stability, which in turn raise resource output. There's no easy formula because happiness is a pretty complex mechanic. Most people would recommend piling up the free Consumer. Set Living Standards to Decent conditions for a microscopic increase to upkeep and a significant happiness bonus (well, -20% happiness compared to -30% with Chattel Slavery). An extra 2 naval capacity to maintain power projection. You'll gain a boost to happiness, a flat boost to amenities on every planet, a flat boost to stability, a reduction to crime, and good times all around. 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. Just a reminder that Planetary Automation builds planets based off of. Compared to the tech, the entertainer has an extra 0. For just stability increase, build couple fortress and enact marshal law from planet decisions. But as you get into the end game, the only thing screwing it all up is population. These megastructures were added in Overload Stellaris DLC and you will need this DLC if you wish to build them. That’s equivalent to a +2 housing city district. If you are just starting your empire avoid research and culture buildings and go for energy grids, robot assembly plants, and alloy plants. Each planet you own creates one Pop at a time. Stellaris > General Discussions > Topic Details. There are a few things to do. Without even trying, you should easily be able to keep it above 60%. They can only resettle to a colony that has a vacant job for their strata or higher. - Must have at least 2 Ascension Perks. Factions will generate 2 Influence per month, but that is multiplied by their influence and approval. having a high Approval Rating helps 2. Stellaris has a lot of resources compared to other strategy games, and each. and helps to get high stability. Unused districts also add onto the number. Borders dont expand on their own anymore, for every system to be in your borders, you need to build a starbase outpost with a construction ship, enabled once the system is fully surveyed. At the start, it can be turned right into Energy (1=1), Energy and Unity (1= 0. Ascetic civic gives you a reduction of amenity need but to be honest with you. Out produce your unhappyness with a high living standard and good consumer goods. This may seem bad at first, but there's large amount of bonuses to trade value and you can get over 40 credits per starbase pretty easily. Try to put a priority on researching the building upgrades for your energy producing buildings. 2. 2 Entertainers will give you 24, so that you're sitting at just +1 Amenities. 6% Trade Value and +0. Increase Unity output by +25% and happiness by +15%. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Democracy is only 50% increase so if we go with the 10 months you will save 3 months so that's 18 energy from a worker + bonuses. 5% Tradition adoption cost. Each of those provide 2 jobs producing Minerals, Energy or Food. Someone elsewhere mentioned clerks from the city district they increase amenities which keep your ppl happy. Report. You could move all the pops with low approval rating to a penal colony. Though at some point you no longer need to care. When a colony is first established it will automatically get the Colony designation until it grows to 5 pops, which provides 10 extra amenities, a Stability increase of 5, Happiness increase of 10% and an Automatic Resettlement Destination chance of 25%. Then there are overall pop traits. The other change, which actually makes sense, is that the Archaeo-Engineers AP increases the cap by an additional 1. 0 Starter Guide. 5 growth total, meaning +5% is worth 0. First is the generous fifteen percent increase to monthly unity. Pops need 1 amenities each so when all is combined you will. Just because you built a lot of districts doesn't automatically make the workers fill up those jobs, unless you do a little micromanagement and lock the job as a priority, and/or watch and make sure you don't upgrade too many. File must be called ' [insert file name here]' without the brackets. This rebalance was necessary to get Amenities back into relevance for non-gestalt. Near the End Game you will probably be producing enough of everything that replacing a farm or mining district or 2 per planet isn't going to destroy your economy. The indicator looks like a progress bar right below the portrait of the pop icon, it is the same indicator that is. undercoveryankee • 5 yr. 2nd if I got something like Robot assembly. Basically: free jobs, high stability and available housing boost immigration pull. Dont ignore the rest of the galaxie. Go to Stellaris r/Stellaris. Trade represents the transfer of goods or resources from one entity to another, usually with the intent of generating a profit from said transaction. modifier = {. Techs for fleet and naval capacity as well. Runs the specified file with list of commands. [deleted] • 3 yr. 4 immigration pull, which seems to me to be significant enough to be worth investing, I mean, 100% stability means, +30% resources from jobs, +30% Trade Value and +20 immigration pull, this is a ridiculous bonus!!! its the biggest bonus on resources production in the game and would. Jan 19, 2023. S. But the economy in Stellaris is not really focused on growth in terms of space GDP or supply and demand market principles, it's more focused on resource production due in large part because it's a. This helps you complete your tradition trees faster. technocracy researchers are ok for unity, it's. Unlike other resources, however, you don’t earn them passively each month. And my economy is just garbage since the war because the stability decreased hard and those 2 planets i got are consuming WAY to much materials than i can produceNone of the authorities have enough impact on the game to be a bad choice. . Non-adaptive and Slow Breeders can both hurt enormously. 60% is a good limit. For each year without a war, reduce the Happiness of all Pops by -3% and Unity output by -5%. Click on the picture of green fields in your districts tab, then click on "Build" on the right panel to build. If you're a xenophobe it's okay to put them on residence, but if you really want them to be slaves start them off as servants. #1. And I think the Power Projection thing works better if your Authority is. With the use of upgrades and traditions; we can increase the collection range. My general plan is (a) District or building relevant to specialization, (b) a City district to increase housing, (c) a Holo-Theater. the way amenities work with gestalts means that on the surface they may have less. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. Similar to Generator Districts on planets, these produce vast amounts of Energy for your empire. entertainers (especially slave entertainers) are ok for unity as they cost only 1cg upkeep and the amenities surplus improve stability therefore output. Focus on building Robotic Workshops and other buildings that increase the production of robots. How high it needs to be depends on the type of federation you have. effect add_deposit = [Planetary Feature] (This also works with deposits such as minerals, energy, dark matter etc) All you have to do is have the planet you want to edit selected. Jump to latest Follow Reply. Gene clinics add 10% to current pop growth, I think there is one or two edicts that might help otherwise just load up extra housing jobs and amenities and that will provide bonuses as well. ) Improve habitability. Influence costs go up as you build starbase outposts further from any of your empire's borders (i think every jump the base influence cost is added again, so. Everything else is empire-wide. Increasing amenities might help with stability as well - you can spend consumer goods on the planet's decision panel to distribute luxury goods and it will increase amenities for awhile. 25). Go to Stellaris r/Stellaris. Stellaris. Content is available under Attribution-ShareAlike 3. Getting the harmony Path increases Stability. #1. Constructing buildings like Holo Theaters (Entertainers turn Consumer Goods into Unity and Amenities) and Luxury Residences (provides an additional 4 in housing and 5 more. 1 percent increase in technology cost. Once the order is given, the work on the starbase will begin. The maximum Happiness bonus from excess Amenitiesis 20%, so if you’re at 17-18% you should probably start focusing on other things. Keep free housing at 3 or higher, and free amenities at 0 or higher. In Stellaris, the economy is based on the production and consumption of resources and services either from a specific planet or throughout the empire. Yes, handling amenities is more expensive in 3. Food Processing Facility, a Resource Silo and Civilian Fabricators from the looks of your build list. Colonise More Planets. It's most likely happiness, either unemployment or species slavery, or low amenities. A Job is where Pops work to produce resources on planets. For every ten star systems you own, your Starbase capacity will increase by one. You really shouldn't ever have your stability below 50%. WHEN HOUSING BECOMES AN ISSUE, just replace Districts too Housing.