Districts
Discover the districts that shape each planet and define how it produces, grows, and expands.
Districts
Districts are the core building blocks of each planet. They determine what the planet can extract, produce, research, transport, and build.
Some districts are fixed, some are optional, and several can switch between multiple production modes. Changing a district’s mode costs Infrastructure and causes that district to produce nothing during the current turn.
Capitol
Every planet has exactly one Capitol. It cannot be built or destroyed.
The Capitol:
- increases the capacity of biomass, organic sediments, metals, and rocket materials by 100
- produces 10 Infrastructure per turn
- converts Infrastructure + Biomass into Progress
The Capitol is also central to planetary growth, because Progress is what unlocks additional district slots.
Wilderness
An Wilderness increases biomass capacity by 100.
At first glance it may seem inactive, but wilderness also matter indirectly because several synergies depend on neighboring wilderness.
Prospectors
Prospectors expand the storage capacity of extracted metals and organic sediments by 100.
They have two modes:
- Mode 1: mine 20 Metals
- Mode 2: mine 10 Organic Sediments
Mode 2 is locked behind research.
Industrials
Industrials increase Rocket Materials storage capacity by 100.
They have three modes:
- Mode 1: convert 50 Metals into 50 Infrastructure
- Mode 2: convert 20 Metals + 20 Organic Sediments into 10 Rocket Materials
- Mode 3: convert 20 Organic Sediments into 10 Metals
Modes 2 and 3 are locked behind research.
Urban center
Urban Centers have two modes:
- Mode 1: convert 10 Biomass into 10 Research
- Mode 2: produce 10 Influence
Mode 2 is unlocked by research. This makes Urban Centers the key district for either technological growth or political/military support.
Expedition platform
Each planet can have at most one Expedition Platform.
This district is used for:
- transport between planets
- producing Warship Materials
- producing Expeditions
Transport costs organic sediments. An Expedition Platform can send 10X of any resource to another planet for X organic sediments, and can also bring 10X back if the destination planet also has an Expedition Platform. Without one on the target world, resources can only be delivered there, not returned.
The same district can also perform one of two production actions:
- convert 10 Rocket Materials into 10 Warship Materials
- convert 10 Rocket Materials into 10 Expeditions
At 100 Warship Materials, a planet can construct one ship. At sufficient empire-wide expeditions points, the empire gains a new planet.
District mode changes
Industrials, Prospectors, and Urban Centers can only operate in one mode at a time.
Changing a district mode:
- costs 10 Infrastructure
- causes the district to produce nothing during that turn
- applies the new mode starting next turn
District synergies
The technology tree also introduces several district synergies:
- Prospector synergy: bonus extraction from neighboring Empty Districts
- Industrial synergy: bonus production from neighboring Prospectors
- Expedition Platform synergy: bonus expedition and warship production from neighboring Industrials
- Urban Center synergy: bonus Research and Influence from neighboring Empty Districts
- Diversity: district production scales with the number of other district types present, excluding Capitol
These upgrades suggest that district placement is not only about raw production, but also about adjacency and composition.





