Stellaris: I'm the Galaxy's Biggest Menace!
Chapter 293

Bonus chapter 8: Build your interstellar empire, part eight: Colony development 3

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For fuck's sake! Why did Stellaris have so much stuff in it? How long was this going to take to explain?

Next, let's go over the UI on the right side of the planet screen.

Honestly, this part of the UI didn't need explaining at all. You could just start a game, hover your cursor over it, and read the tooltips to understand it, so I'll keep this brief.

The upper left showed stability, which directly affected resource output, trade value, and immigration pull. Below that was the planet's population count.

On the right were planetary decisions. Decisions were another very important feature that could affect a planet in all sorts of ways. Of course, you only had a few early on. One quick warning: never stop population growth on a planet on a whim. That was the most useless decision of all.

Below decisions was resettlement, though the United Nations of Earth's policies didn't allow forced resettlement.

Resettlement let you move surplus pops to other planets, or relocate excess pops from other planets to one with vacant jobs.

Below that were crime, housing, amenities, available jobs, and unemployed pops. Ideally, you wanted crime at 0, housing above 0, and amenities as high as possible. Unemployed pops were highlighted here. You could either actively resettle them to another planet or wait for them to migrate automatically.

Farther down, it listed the sector this planet belonged to, such as the core sector. For a remote colony, you could find the create sector button on the right, then assign a Sector Governor to the new sector so it could benefit from the governor's bonuses.

The button below was [Planet Designation]. It started out on automatic designation, and clicking it opened the planet designation screen, where you could choose a planet type based

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