3 update. Once you have a strong supply then you can start creating specialized planets. Using +20% amenities trait helps you squeeze out more. Do note that your home planet has a modifier that reduces deviancy. If you have the room construct buildings that increase happiness on the planet by producing amenities. #2. This Edict is a focused administrative effort to reprioritize and re-evaluate production goals, yielding a boost to mining output. First, a happy population is more productive. - When reaching 5 pops, build a robot assembly plant. 66 - 0. 106 Badges. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Entertainers convert 1 consumer good into 2 unity and 10 amenities each. Default rights for new species in the empire can also be set, which can later be modified for individual species. Stability is calculated from pop approval (happiness averaged). It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. Actually, Slave is a special Stratum with no Jobs specifing itself of it, while it has a higher weight than any of the common Strata. Like in other modern Paradox games, the. Certain buildings and other sources can. These resources often have contradictory and/or overlapping…In the early game, take what you need and not just hoard everything. In Stellaris, choosing the right traits for a race is key for successful gameplay. The ways to increase stability are Crime lord cheese, amenities+festival of worlds, and deep space happy farm. The idea is that high living standards boost productivity *outside* of happiness and stability, but come at the cost of. Each planet you own creates one Pop at a time. 0 unless otherwise noted. Note, factions will not spawn in until at least 10 years have past. In my current multiplayer game my friend is playing a similar robot empire, and has been having severe amenity issues for most of the game. Increasing housing on habitats. Thanks to modifiers like longer Leader lifespans, no happiness mechanics, and access to many unique civics, it has the potential to completely change how. That's a net of 2 + 0. With a 1000 pops it will take 6 times as much (600). Machine. 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. Though at some point you no longer need to care. My driven assimilator neighbors and I are in a federation, and IF the assimilators declare the assimilation CB as a federation member you. The actual. 12 Minerals from. ago. But as you get into the end game, the only thing screwing it all up is population. Keep all your specialist buildings to their own specialist planets, using city districts to increase the building slots. 6! Read the tips by walter. Important for players that enjoy the role-playing side of Stellaris, this trait lets you dictate what direction the civilization heads. reduction modifiers divide an amount of a resource or attribute by a set amount. So trade stations make money and combat stations protect the trade routes. 6% Trade Value and +0. It's under 4. With the use of upgrades and traditions; we can increase the collection range. 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. A great way to increase the happiness percentage in the Stellaris game is to observe the numbers in your factions. that was that. Click on the picture of green fields in your districts tab, then click on "Build" on the right panel to build. File should be placed in the root Stellaris folder in your My Documents. First up: welcome to Stellaris and the community. Deep space blacksite can increase Stability for ALL planets inside the system. I go from one turn at +9 amenities to -34 the next. This is by far the biggest boost. Preventing your leaders from becoming useless. 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. With so much of Stellaris focusing on exploring the cosmos, expanding territory, building up stations and fleets, it can be easy to forget about the planets in which the vast majority of your populations inhabit. If you make entertainers you are going to get 20 amenities even if you only need 2 or 3 to avoid penalties. ago. Hive Mind and Machine empires can also gain a. their planet capital buildings has some slots for that job type and also one of the other special hivemind buildings adds such jobs (synaptic node or so?) #1. An extra 10 unity to pay for government reforms. 9 “Caelum” update, Sector Automation has been completely removed, in favor of individual Planetary automation. Dont ignore the rest of the galaxie. The shown amenities value is the available. The usual leader limit is 18 with relevant techs, it can be pumped up by repeatable tech (each time by one). Resources . And bear in mind, that's not increasing your research by 10% multiplicatively per 100 size, that's increasing it +10% per 100 size. Holo Theaters are by far the most cost-effective amenities solution available, they are the solution here. Runs the specified file with list of commands. Rulers, Specialists, Workers and Slaves. It could just be a temporary trade value/amenities increase for your empire, since you managed to acquire some "super rare" pre-ftl products. With the reduced demand for building slots, spamming these on all your planets will. 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. Fan xenophobe culture workers gives 5 happiness each. I just started Stellaris and think I am starting to understand the basics of how everything functions, but I cannot seem to find information that leads me to understanding population growth. 6 Trade hubs with 6 credits upkeep. 75, and non-citizen Robots require 0. Same for nomadic; with nomadic + corvee system you get x*1. It's most likely happiness, either unemployment or species slavery, or low amenities. 4. You could move all the pops with low approval rating to a penal colony. That alone is worth more than most other jobs. Please help with verifying or updating this section. I'll just use the capital of my current Inward Perfectionist game as an example. I'm pretty convinced that amenities are not something the game needs, now that consumer goods are a thing. 9 ‘Caelum’ Patch Notes, and Ask Us Anything!. However, certain factors can increase the base influence gain. This is a very efficient use of resources and productive pops. If you want to keep on top of your Empire Sprawl in Stellaris it’s important to know what causes it to increase. The colony must also have surplus amenities and free housing. Growth is slow due to the limited districts and I never have enough housing or jobs for them. Though at some point you no longer need to care. Build enough to keep food positive, and should you need more, because of growth, then you build more, and not before. File must be called ' [insert file name here]' without the brackets. How to Use a Quantum Catapult in Stellaris. (from wiki:) If any planet has an amenities shortage -2 or worse, or stability 40% or lower and non-abundant amenities, no unused amenities jobs, and is not already building something, build something to increase amenities there. 5x for this. Politicians give a total of 9 Amenities, leaving 23 more needed. An empire's base command limit is 20, increased by the following to the maximum of 500: +20 Ap galactic force projection. Historically, ethics attraction has been a fool's game in Stellaris; ethics migration happens over decades if it happens at all. A holo-theater will go a long ways to getting a planet under control. 0 changes that made 40 is a big planet, you pretty much got all you needed for free. 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. Once completed, the benefits of the Planetary. For tall since you aren't conquering pops you MUST grow them. Most Jobs are created by Districts and Buildings and thus limited in number. The first way of obtaining influence in Stellaris is through factions. City districts, Luxury housing, Commercial zones, and Holo theatres. Feb 15, 2020 @ 4:44pm. The only stats that you need to worry about on a per-planet basis are stability, amenities, housing and unemployment. Gene Clinics are viable for early amenities issues. Domination Tradition gives some too, I think. The Holo-Theater eats up a little more Consumer goods, but produces amenities more efficiently than Clerks do. In the Late Game you can trade it for the Galatic Stock Change that gives you +2 Merchants & +20% trade value. Know that any traits/civics that increase amenities are considered S tier for Gestalts since Gestalts have such a huge amenities issue. 5% Tradition adoption cost. . The galactic community. Extra amenities for pops that are already happy (or at very least, content) do very little to raise stability, but extra amenities for pops that are extremely unhappy can do a lot more. The first three are relatively easy to fix, but the factions are where things get tough. Planetary Automation will now take resources directly from an Empire’s resources, and we have added the ability to forbid using specific resources. . Stellaris’ Synthetic Dawn expansion introduces machines species and empires to the game — and you’ll find that these AI civilizations will play very differently compared to their organic counterparts. Our empire thirsts for more specialized alloys and precious metals. They can only resettle to a colony that has a vacant job for their strata or higher. Yep. Even then if you aren't Megacorp, generaly at best 3 pops total. Sometimes its at 0%, 2 of my planets have been revolted already. 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. Sure, you get a bonus from additional amenities, but it's more "nice to have" rather than something it makes sense to focus on. 4- You don't need to produce excess food/consumer goods, etc. SmartForARat • Necrophage • 2 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. Here are our Stellaris tips to help you out. You must go to war during this time frame. Search the stellaris wiki for pop growth. If it makes any kind of difference, I'm on the shattered ring origin. 5% Unity from Jobs per level This leader excels at inter-government diplomacy and consensus building. 2 after a long hiatus. Basically Thrall World is a designated planet for slaves, where lucky few are overseeing shitton of their fellow enslaved kin. Your peak of power is around 2230-2240. The best-case scenario is with maximum logistical bonus and cloning vats you have 4. As for research speed, as in how fast the three techs are researched, it depends on the scientist. This would have the benefit of Decadent Lifestyle requiring more Amenities, thereby encouraging a greater use of Amenities jobs. Meaning it will collect all trade value in its system and all systems within 1 hyper lane jump. There are a few quick fixes at your disposal, but they are only temporary solutions to a much larger problem. iirc when you click on "make claim" you can the pick which systems you want to fabricate claims on on the galaxy map. Stellaris. If we discard Unity, Clerks will have a 30-50% lower productivity than the. Once completed, the benefits of the Planetary. 072, you will produce just an average "worker's worth" amount of everything that your world already produces. This means each section on a planetary grid that is occupied by a population unit, or 'pop', has it's own individual happiness level. While unemployment, low stability and homelessness boost emigration push. A medical worker give +5% population growth and organic assembly speed. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. +1% Leader Cost. If amenities are becoming a problem, consider. You just need to hit zero, although low positives is better than low negatives. Only what you need to keep your pops working. spiritualist priests are ok for unity as they double up giving amenities. Demographics in a multispecies empire. Hive minds are a snowballing faction. That’s equivalent to a +2 housing city district. Stellaris Cheats and Console Commands. As for promoting immigration: hover over the migration numbers on your planet tab for more details. The second benefit increases the odds of unlocking rare technologies by 50 percent. Push amenities hard. 2-Don't build/upgrade buildings you don't need, the upkeep will drain your economy. In 3. And any smart ones I turn into indentured slaves so they can do specialist jobs. Hey matey. )A short tutorial video on the mechanics of the new orbital habitat mega-structures and how to build them in the Stellaris Utopia DLC and the 1. The top is a standard game start human who has surpassed the base age of 80. Firstly you can build research stations in systems you occupy, (just right click on the system with a construction ship) research stations gives you research points which are the research resource. . Wait the 720 days, and your first upgrade is complete. has an initially slight penalty, growing in magnitude as it gets further from 100%. I was struggling in hitting the 20% happiness bonus until the 2320s and that was me doing Vultuam + One Vision + Charismatic. The Mega Shipyard is a colossal shipbuilding facility that works best when paired with the Strategic Coordination Center. When Amenities go negative, put up a holo theater. The + is. So I think its best to think of amenities over what you need as a small bonus to somewhat offset that you are getting them in such large chunks. 9 which increased the maximum amount of squires from 38 to 98 or a knight output increase from +76% to + 196% so with a fully built habitat each knight will produce now ~50-60%. As for promoting immigration: hover over the migration numbers on your planet tab for more details. Humanoid. Of the three branches of research you can take in Stellaris, engineering is the most beneficial to your military aims, while also providing early access to robot production, allowing you to considerably increase your production early on with the aid of robot. run. Unlike other resources, however, you don’t earn them passively each month. All colonized planets have specializations that provide bonuses. and helps to get high stability. Like, when 1 Entertainer can provide Amenities for 20 pops, employing extra Entertainers to get +20% citizen happiness from Amenities. Taking Natural Engineers provides a 15% bonus to all engineering research. In turn, increase the productivity boosts of higher living standards. Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. 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. having a high Approval Rating helps 2. They are all good choices, and picking your favorite is never a mistake. 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. . For instance, you could add 2 max districts with the Master of Nature modifier: add_modifier = { modifier = master_builders_habitats days = -1 }Thrall is another word for slave. Global happiness has been removed and replaced with Amenities, which is a local mechanic that serves to measure the 'happiness' of your citizens. 0 Starter Guide. Build a Holo Theater (or Temple is Spiritualist) to increase Amenities, and have your new pops work the jobs. Before Le Guin 2. Establishing a Branch Office costs a base of 1000 energy credits and 50 influence. It seems that modders weren't far behind, with Mass Effect: Beyond the Relays fulfilling this exact purpose. 5 in exchange for +0. The charming trait is very useful for increasing amenities if you can get it, otherwise things like making a Resort World or the Mega-art Installation Megastructure increase amenaties across your empire. Early game, if you need amenities, get entertainers or a temple. Enemy empires gain 0. Yes. After a couple of the recent updates to Stellaris, colonizing low habitability planets no longer caps your happiness at habitability. On very large planets I get to -30 or so amenities and simply don’t care at all because my stability is above 40-50. It also has a custom assign_to_pop. For Sol start (9 possible major orbitals) specifically the maximum amount of districts got increased from 12 in the old system to 32 in 3. At first, they were a bit sluggish and not really useful, but ever since Federation DLC, Habitats are really a good thing to have for. Don’t let all the RPers disturb you, it’s just a thing. You can also set the planet’s designation to “forge world,” which saves. I believe for research federations you need level four and high centralization to get the high fleet contribution law, for you 200 is max for now. Essentially, they can survive in any environment. and helps to get high stability. MozarteanChaos Apr 14, 2020 @. Commercial Zones and Gene Clinics only produce 10. In this Stellaris guide video featuring @KomradTruck we will break down the Progen. As you see in the picture, my main species, the Telneir, is getting a +17% happiness bonus from having 34 extra amenities. 0 unless otherwise noted. Even if a planet is deep into negative amenities, it is almost always better to build a foundry, research lab, or civ industries given the massive slave bonuses those jobs will get. Jetda Mar 22, 2020 @ 6:26am. This rebalance was necessary to get Amenities back into relevance for non-gestalt. #1. 15 pop growth from immigration on each planet. . Now Charismatic adds 33 x 0,2 = 6,6 Amenities for a total of 7,6 extra Amenities. Here are our Stellaris tips to help you out. Habitats were introduced back in Utopia, however after several reworks and the introduction of specialized districts they truly shine as powerful orbital Arc. If you are just starting your empire avoid research and culture buildings and go for energy grids, robot assembly plants, and alloy plants. Relative to the cost of actually producing those Amenities, it's not. The Galactic Community is a governing body where each member empire can vote on laws that affect all other member empires. Trade Buildings create Clerk and Trader Jobs, which generate Trade Values and Amenities. Unfortunately there doesn’t seem to be any way to, like, temporarily shift amenities from one planet to another, or a “disaster rebuilding aid” policy for temporary housing/amenities or anything like that. 2. First is the generous fifteen percent increase to monthly unity. Overlord holdings are pretty weak. Note that city districts on their own do not provide amenities - they obly provide maintenance jobs that produce them. 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. There are multiple types of trade possible, each having different mechanics, and all play a large impact on the economy. 5 growth total, meaning +5% is worth 0. 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). You could also just build all 3 resource districts, designate as fringe world and put output increase buildings for a more balanced output. Each 1 point of. A few very quick tips from a min-maxer (although I mostly play Gestalts): Clone Army is a purely military origin. They work somewhat like housing, in that supply and demand are calculated separately for each planet, but most of your Amenities will be created by pops holding suitable jobs and not by your buildings directly. A planet's population will increase or decrease over time based on the available. Yeah the game is a bit silly in that regard. Once players have researched the Megastructure they want to build, they'll next need to send a Construction Ship to begin the work, using the Megastructures tab in the ship's order menu. According to the Wiki, each point of Stability above 50 adds +0. In the 3. I like to play robotic empires as they tend to be the most fun for me and, because of this, I have the ability to make better use of my pops as I don't need to worry as much about happiness. For the time I've been playing Stellaris, I've never quite known how to increase amenities in a significant way. Sentient Roomba Apr 12, 2020 @ 10:12pm. . I could use some advice on orbital habitats since districts came around I never can seem to get them going. Once the order is given, the work on the starbase will begin. Games. There's a Policy that will let you decide what Trade Value turns into each month. Amenities do not affect pop growth speed. EulersApprentice May 7, 2023 Jump to latest Follow Reply Amenities are a very. 0 when the economy was rebalanced, since the old Amenities balance was based on planets growing to have. My latest empire has 40 planets, I'm starting to integrate my bigger vassals now, and from the 19 leaders I can support 2 are admirals, 6 are scientists and 11 are governors - and I merged my three original super-sectors into one hyper. In later stages your global growth will be faster than one planet. Problem is, this requires city districts for building slots too. Shatari Corporal. Usually a gene clinic is my 1st building. Factions will generate 2 Influence per month, but that is multiplied by their influence and approval. } } civic_machine_maintenance_protocols sets weight factor to 1. The only effect of amenities is to increase pop happiness, which increases stability. 25 daily infiltration buffs on you. +20% happiness will dramatically raise stability, which in turn raise resource output. Getting e. Stellaris used to have a lot more. ; About Stellaris Wiki; Mobile view Energy functions like Amenities but for Infrastructure, and excess Energy will be stored in your Empire as Fuel - initially at a harsh conversion ratio, but technologies (and certain buildings) will increase this ratio. Negative amenities therefore lower pop growth. 5K. In fact,. Not only that but it can give you discounts when building new buildings or districts! It is a really awesome feature. Have higher living standards consume more amenities. you just need to have High pop Happiness. 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. It relies primarily on pops working jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. Robot populations automatically receive the 'Mechanical' Trait, which means they add +200 percent habitability to any planet. ; About Stellaris Wiki; Mobile viewThe four main things that contribute to low pop happiness is low amenities, low housing, unemployment, and low faction approval. While Clerk Jobs have a poor yield of only 4 Trade Value per Jobs,. The species trait Emotion Emulators lets you get from the base 4 to 5 amenities per maintenance job. With paths such as domination, diplomacy, and harmony, this choice. As a non-machine empire, you can use resort worlds to increase amenities on all planets, but RS does not get this option. You can also build research labs on your planets. But -1 is not that big. Every 5 stability above 50 is a 3% increase to everything, and homeworlds have 0 low-habitability malus to production. I build repair facilities, but it does not help. These planets will operate on a deficit but you have resource producers. . Yeah , Priests and Clerks with out any boost to amenities and if nothing causing them to increase amenity usage. They can increase empire unity, improve. 6% resources from jobs, +0. In Stellaris, we’re given a chance to turn the tables and become the hive-mind rather than defend against it. If you run out of minerals, then your. 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. • 1 yr. Remember that you can also use the create_megastructure console command, as we show on our list of Stellaris Console. and helps to get high stability. Low amenities reduces happiness (-2% per missing amenity) which lowers pop approval rating, reducing stability and increasing crime. Having high Amenities will increase Stability. 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. The happiness of a pop that belongs to a faction is directly correlated to the faction approval. If you are a more benevolently inclined star-nation, give everyone, including the conquered, social welfare or utopian abundance, for +10% or +20% happiness. They also indirectly increase stability a bit more by adding a ruler job, since rulers have higher happiness and political power under most living standards. If you have excess consumer goods, there's nothing wrong with spending them on this, but it's not good enough to go out of your way to produce more consumer. +. Jobs that produce resource are all jobs that mine the basic resource, like food, minerals, and energy. First is the generous fifteen percent increase to monthly unity. They work somewhat like housing,. So, from the Wiki: "Command Limit Command Limit is a limit on how large any one individual fleet in an empire can be. 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. 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. I found amenities to be an issue early on in a colony's lifecycle but it didn't really have a significant effect. Economy infrastructure in Stellaris. 1. There is no reason a civic should override a cap. If you colonize a second planet, you have doubled your Pop production. ) Complete Harmony Traditions: This. May 28, 2023. This will be a slightly longer text that is supposed to explain to you the first few years of your empire, as well as give you an easy game start that will hopefully carry you all the way to the endgame. . ). . Admittedly I'm a sucker for Biological Ascension, but Synths do use pop assembly so you can't double dip on both regular pop growth and pop assembly unless you keep other species around. A lot of the screen shots you see with 1M+ fleetpower fleets are all done with mods. Crime, pop housing, pop amenities, and pop happiness are the main factors that affect stability. As far as how much of your resources they consume, it will depend partially on how advanced your Robots are. 33 trade value, with an upkeep of 1. So I think its best to think of amenities over what you need as a small bonus to somewhat offset that you are getting them in such large chunks. Related Topics. The pop growth. Best ways to improve population in the early game: -Get more planets. This page was last edited on 11 February 2020, at 18:14. Finally, you don't need high Amenities. There are a few caps you need to know about with multi-stage structures. +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. Even in the worst case scenario, a basic luxury housing building is giving you +3 planetary capacity, at the cost of 1 building slot. Then there are overall pop traits. Legacy Wikis. Expanding your borders is most important in the early game. Not to mention hives, where amenities are much more valuable resource and housing building is like having +1 amenity drone. (The mod assumes the default game setting value of 1. Stellaris Manage Crime & Amenities with planet Automation. S. Unused districts also add onto the number. 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. Thanks to this large surplus, you can completely disable clerk jobs and free up more pops to work more productive jobs. Basic resources are Energy, Minerals and Food for the Empire. Amenities goes up to +20% happiness. There are a few things to do. Most people would recommend piling up the free Consumer. g. I cannot stress this enough: your positive or negative number for amenities does not matter at all, the only thing that matters is stability. Similar to Generator Districts on planets, these produce vast amounts of Energy for your empire. By: Varlun. Traits. 2 at the very start of the game. Or in other words, if there's no unemployment, and the amount of amenities you can produce is 1/0. [deleted] • 3 yr. - Build 2 more worker districts. I am a little confused when it comes to robots and amenities. By building robots and getting % pop growth speed modifiers. I did take the voidborne trait but that does. Crank out a whole bunch of amenities with clerk and entertainer jobs. Game Settings are the various changes that the player can make before starting a single player or multiplayer game. 1 percent increase in the cost of edicts. It ranges from 0 to 100 and has a base level of 50. As far as how much of your resources they consume, it will depend partially on how advanced your Robots are. File must be called ' [insert file name here]' without the brackets. 1. This article has been verified for the current PC version (3. 1. The main caveat I have with alternative Amenities is that I think Authoritarians should rely on Enforcers more than entertainers, such that Slaves and workers don't benefit from entertainers but from enforcers and the enforcers satisfy their needs but don't increase happiness, they are imposing obedience more than filling a. Use precise geolocation data and actively scan device characteristics for identification. Sources of amenities tend to be swingy though. If a great number of the factions in your empire are unhappy, the happiness percentage will be low. For every ten star systems you own, your Starbase capacity will increase by one. 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. 15 Mass Effect: Beyond The Relays. 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. Failure to take the correct opportunities when it comes to expansion will lead to stagnation. Any empire that established communications with a Galactic Community member is able to join or leave. Amenities. Phifty56 • 6 yr.