done Hidden Arcologies
x •	Negate all conditions that affect the surface (temp, meteors…)
x •	Increase defence
x •	Decrease all output by 2
x •   Decrease Pop Growth
x •	Two types for planets:
    o	Underwater Arcologies
    o	Underground Arcologies

Rural Polity
x •	Farming provides supplies
x •	Pop growth +
x •	Industrial Industries massively reduce growth, stab and get high upkeep
x •   "rural" industries increase growth stab and get - upkeep
x •	Requires farmland lv. 3 or temperate to be available

Monastic Orders
x•	-50% positive income
x•	No luddic cells
x•	Stability can’t fall below 3 or go above 7
x•	Locked at size 5
x•	Military industries -upkeep
x•  Marines stored here passively gather experience
x•	Randomly builds known frigates and destroyers, rarely cruisers (by hand with a special hullmod)

Corporate Governance
x•	More income means higher stability
x•	Higher stability does not mean more income
x•	1.2x standard income multiplier
x•	2 months max. disruption time
x•	All industry slots immediately available when locked
x•	negative base growth
x•	base stability = 0
x•	Incentives are twice as expensive (or more?)
x•	Can shrink
x•	increase military upkeep by x3

Underworld Governance
x •	Less stability = more income
x •	Increased illegal commodity outputs
x •	Increased fleet size
x •	Collects tithe from traders travelling in the system to storage
nah •	Raids other places at low stability (twice a year?) – like a free privateer port

Resort planet (this one is uuuh cause I have no ideas)
•	Increases growth and stability of other colonies in the system
•	Locked at size 4
•	No industrial buildings /slap -10 stab penalty upkeep on them
•	No military
•	One industry slot
•	Negative income reduced by 80%
-   Base income at 20.000