Population & Infrastructure
The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between. | ||
–In-game description |
Population & Infrastructure is an Industry that doesn't take up an Industry slot. It is automatically built at all colonies.
Upkeep
Population & Infrastructure has a base upkeep of 1,500¢ * (colony size - 2).
Effects
- Provides a monthly income of 10,000¢ * (colony size - 2).
- Can provide +1 stability if the demand for Domestic Goods is met.
- Can provide +1 stability if the demand for Luxury Goods is met.
- Will incur a stability penalty if the demand for Food or Organics is not met, equal to the larger shortage amount.
Production
Population & Infrastructure produces the following commodities:
- Crew: equal to colony size - 3
- Recreational Drugs: equal to colony size - 4
- Harvested Organs: equal to colony size - 5
Note: a negative production value will simply not produce any commodity, and does not cause a demand. Population & Infrastructure only begins production at colony size 4 or with an Alpha Core installed.
Demands
Population & Infrastructure demands the following commodities:
- Food: equal to colony size
- Domestic Goods: equal to colony size - 1
- Luxury Goods: equal to colony size - 3
- Recreational Drugs: equal to colony size - 2
- Harvested Organs: equal to colony size - 3
- Supplies: 3
- Organics: equal to colony size - 1 (only on planets without the Habitable condition)
AI Cores
Population & Infrastructure receives the following perks from the assignment of an AI Core:
- Gamma: reduces demand by 1 unit, increases Pather interest & Hegemony interest by 1.
- Beta: reduces demand by 1 unit, reduces upkeep by 25%, increases Pather interest & Hegemony interest by 2.
- Alpha: reduces demand by 1 unit, reduces upkeep by 25%, increases production by 1 unit, increases Pather interest & Hegemony interest by 4.
Additional Buffs
Population & Infrastructure is the only source of Harvested Organs for the player, any improvements to production combined with Free Port will allow the player to tap into the lucrative Harvested Organs global market.
Using a story point will also give +1 stability.
Population & Infrastructure has 2 choice of Special Colony Items to pick from:
The Orbital Fusion Lamp counters the effects of Cold, Extreme Cold, Poor Light, and Darkness, which can reduce up to 100% Hazard rating, significantly reducing upkeep cost (and thus profit margins). It can also increase the heat level by one, which can be used to turn already hot planet into an extremely hot one, getting the full effect from Cryoarithmetic Engine. It in turn adds a demand of 10 units of Volatiles and increase Pather interest by 4.
The Hypershunt Tap requires being within 10ly of a Coronal Hypershunt and adds a demand of 10 units of Transplutonics. In exchange it gives the unique capability of one more additional Industry slot. However, in addition to everything else, it increases Pather interest by 8, and thus is sufficient by itself to motivate the Luddic Path to install a cell on the colony.
Note that the added demands from these 2 colony items are affected by AI Core usage.
Notes
- Population & Infrastructure is always present on a colony, and can only be removed via Bombardment on a planet of colony size 4 or lower, or the colony turning decivilized as a result of prolonged instability, destroying the colony.
Trivia
- Population & Infrastructure's icon changes based on the colony size, with three icons denoting a low population colony (size 3), a medium population colony (size 4 & 5), and a high population colony (size 6+).
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