Every empire grows by settling unowned planets, growing their population, and putting that population to work. This page covers the full settlement-to-mature-planet lifecycle.
To settle a planet you need:
Common reasons a settle fails:
For details on the multi-settle trick (queueing several settle commands at once routes each ship to a different target), see Ship Commands → Settle.
| How you settled | Starting population | Extras |
|---|---|---|
| Regular Colonization Pod | 1 population | — |
| Regular Pod with the Settlers Start With Population minister | 5 population | See Cabinet. |
| Advanced Colonization Pod | 10 population | Plus free Production Hubs and Hydroponic Farms buildings already in place. |
Advanced pods start at 100% farmer allocation — they're set up to feed themselves immediately and grow. Regular pods start with the default 34 / 33 / 33 split (food / production / science).
Each week, every planet calculates a population growth number — essentially "food surplus after feeding everyone". That number accumulates in a hidden growth pool. Once the pool exceeds a threshold scaling with current population (roughly pop² × 0.5 + 1), one population point is added and the surplus rolls over.
This means:
Growth is fed by food and modified by tax, building bonuses, and the planet-match bonuses:
| Modifier | Effect on growth, production, science |
|---|---|
| Planet type matches your homeworld | +50% |
| Planet type opposite your homeworld | −50% |
| Planet size matches your homeworld | +50% |
| Planet size opposite your homeworld | −50% |
| Ferion world | ×2 |
| Ringworld | ×6 |
| Tax above 10% | proportional reduction (see Finances) |
The four match bonuses stack — a planet matching your homeworld in both size and type runs about +125% on every yield.
Food does two things:
If you under-feed a planet for long enough, it shrinks. Hydroponic Farms and Cultured Protein Facilities are the main food buildings (see Buildings).
Each planet has three workforce sliders that decide how its population spends its time:
The numbers are normalised — set them however you like and the planet allocates its population proportionally. The default for new colonies is 34 / 33 / 33.
A fourth setting, tax, is independent of these sliders — see Finances. It runs 0–100% in 10% steps, defaults to 33%, and shaves yields once it goes over 10%.
There are three planet sizes: Small / Medium / Large. Size doesn't change the population cap (30 for everyone) — what it affects is which size your homeworld is, which then determines the +50% / −50% size-match bonus on every other planet you settle.
You can't change a planet's size (terraforming doesn't touch size — see Terraforming).
Every settled planet has a loyalty score (0–100) and a status:
| Status | Meaning |
|---|---|
| Stable | Newly settled or just captured. Loyalty hasn't been ticked yet. |
| Loyal | Loyalty = 100. The planet is sovereign — no authority needed. |
| Rising | Dependent, getting authority allocated to it. Loyalty climbing toward 100. |
| Dropping | Dependent, not getting authority. Loyalty falling. |
When you settle (or conquer) a new world, it comes in status Stable at a starting loyalty that depends on how well its environment matches your species:
| Planet | Starting loyalty |
|---|---|
| A Ferion planet (any owner) | 100 — already Loyal |
| A planet whose type matches your homeworld type | 75 |
| A planet whose type is the opposite of your homeworld type | 25 |
| Any other planet | 50 (default) |
AI rebels skip this entirely — every planet they hold is pinned to 100 (Loyal), since rebels aren't part of the Imperial Authority system.
Each week your empire allocates its
authority pool across dependent planets (anything not yet at 100 loyalty). Planets you skip will drop in loyalty, and a low-loyalty planet is a candidate for rebellion.
Authority capacity comes from your empire's base value plus tech bonuses — research that grants authority is worth picking up if you're settling fast. See Research → What a tech gives you for the "authority" reward type.
Abandoning (via the Planets view) takes the world out of your empire entirely:
Abandoning is a clean break — no occupation phase, no salvage credits.
When an enemy successfully invades and takes your planet:
For the combat that decides capture, see Battles.