Housing

Part of the Population guide

Housing Housing sets the population a system grows toward. See population for how growth uses it.

Population on each body

The system's workforce is shared out across its planets. Each planet gets a share in proportion to the housing its own buildings give. That share is the planet's Local Population, shown on the highlighted badge.

The first stellar bodies of a system, with the population of the inhabited planet

Example with 16 workforce:

planet with 13 housing from buildings: 13 Local Population
planet with 3 housing from buildings:   3 Local Population
  • Gas giants and asteroid belts have no tiles, so they never get a share.
  • Moons and asteroids never get a share either. No building there gives housing.
  • Buildings on moons and asteroids still mobilize workforce.
  • Only finished buildings count. A damaged building gives no housing.
  • A planet's share is recalculated only when the system's workforce changes by a whole point.

Buildings that give housing

Building Built on Effect
Hive Cities Hive Cities Habitable Planets +4 → +10 Housing
Megapolis Megapolis Habitable Planets +10 Housing
Residential Archipelago Residential Archipelago Habitable Planets +3 → +5 Housing
Residential District Residential District Habitable Planets +3 → +4 Housing
Capsule Cities Capsule Cities Barren Planets +3 → +6 Housing
Central Hub Central Hub Barren Planets +10 Housing

An effect with an arrow runs from the building's first level to its top level.

Other sources of housing

None

Buildings that scale with local population

Building Built on Effect
Citadel Citadel Habitable Planets +0.15+60/h → +0.6+240/h Ideology per Local Population
Commercial Artery Commercial Artery Habitable Planets +2+800/h → +10+4,000/h Credit per Local Population
Delta Polytech Delta Polytech Habitable Planets +0.15+60/h → +0.6+240/h Technology per Local Population
Industrial Hub Industrial Hub Habitable Planets -0.05 → -0.25 Stability per Local Population
Network of Artificial Islands Network of Artificial Islands Habitable Planets +1+400/h → +8+3,200/h Credit per Local Population
Array of Excavators Array of Excavators Barren Planets -0.05 → -0.25 Stability per Local Population
Holodome Holodome Barren Planets +0.3+120/h → +1.5+600/h Ideology per Local Population; +0.4+160/h → +2+800/h Credit per Local Population
Industrial Spaceport Industrial Spaceport Barren Planets +0.4+160/h → +2+800/h Production per Local Population
Interception Tunnels Interception Tunnels Barren Planets +0.4 → +2 Defense per Local Population
Omnimarket Omnimarket Barren Planets +1.2+480/h → +6+2,400/h Credit per Local Population

An effect with an arrow runs from the building's first level to its top level.

Production, credit, technology, ideology and upkeep amounts are per tick.Production, credit, technology, ideology and upkeep amounts are per hour.

Numbers shown for Tactic games. Other speeds: Legacy Flash