No Man's Sky Planetary Settlements
From first visit to thriving town — manage productivity, happiness, and population while the Sentinels watch.
A settlement is a planetary town you are asked to manage, not a Base Computer camp you built yourself. The game offers you the keys when you walk into the right building on the right planet. You accept, and the town starts pinging you with decisions, disputes, construction opportunities, and the occasional Sentinel assault. This page is the Overseer’s manual: finding a settlement, building the office, keeping three stats alive, and understanding why Autophage flavour changes the architecture more than the loop.
If you still cannot leave the crash site, finish Getting Started first. If you want a base you control instead of one the game populates, see base building. A settlement is a second, optional layer that runs alongside everything else on a long save.
Finding and claiming a settlement
The mission The Settler directs you to a settlement once your save has progressed far enough. If the mission has not appeared, warp more, scan more, and complete more of the early story before checking back.
You can also find settlements independently using Settlement Charts, purchased from space station vendors. A chart points to a town. Walk in. Talk to the person who looks like they are in charge. Accept the Overseer role if the game offers it.
Each planet can hold several settlements. They can be close together or far apart. You may be offered the same settlement twice if you already own one nearby — the game does not always deduplicate gracefully. Accept one when you can spare the attention. A neglected settlement pings forever, and ignoring it has no direct penalty beyond the ping and the lost standing.
The Overseer’s Office
Once you accept, build the Overseer’s Office from the build menu. This is the settlement’s command centre. It unlocks the dashboard: three numbers that describe the health of the town, plus the decision queue.
The three core stats are:
- Productivity — how efficiently the settlement extracts, crafts, and trades. Low productivity means the town is idle or fighting over resources.
- Happiness — resident satisfaction. Low happiness drops productivity and can trigger disputes.
- Population — how many residents live there. More population means more production and more decisions, but also higher food and supply demands.
All three interact. High population without happiness is a powder keg. High happiness with low productivity is a pleasant village that cannot sustain itself. The target is balanced growth: keep all three in the green, ideally rising.
Managing decisions and disputes
The Overseer’s Office delivers a queue of citizen requests and disputes that need your resolution. Each decision is a small narrative: two residents want the same resource, a resident needs protection from Sentinels, a trader wants to set up in the town, a building needs repair.
Your choices affect the three stats. Favour one resident and another might grumble. Invest in a building and the town grows, but it might strain happiness if supply lines are not ready. There is no single optimal path. Read each decision and pick what fits your read of the town’s situation.
Disputes escalate if ignored too long. Handle them before they fester. Some disputes are trivial; others can shift population or happiness significantly. The Gek, Korvax, and Vy’keen faction personalities colour the disputes — a Gek settlement argues about trade tariffs, a Korvax settlement argues about data consistency, a Vy’keen settlement argues about honour and territory.
Construction opportunities
The Office also surfaces construction opportunities: new buildings, upgrades, or infrastructure projects you can fund. Some cost Units. Some cost resources. Some cost standing with the local faction. Each construction project advances one or more of the three stats.
Prioritise what the town needs most. If Productivity is lagging, invest in extraction buildings and supply depots. If Happiness is low, invest in amenities and services. If Population is stagnant, invest in housing and trade infrastructure.
The settlement’s local race determines architecture. Gek towns use Gek prefabs. Korvax towns use Korvax prefabs. Vy’keen towns use Vy’keen prefabs. Autophage flavour (after They Who Returned) introduces machine-tent and hybrid aesthetics that override the underlying race in some systems.
Sentinel attacks
A settlement under Sentinel assault is one you agreed to defend. When the alarm fires, you can fight the Sentinels, ignore the attack and let the settlement take damage, or intervene through dialogue if the dispute that triggered the attack is resolvable without combat.
Defending the settlement earns standing with the local race and improves Happiness. Losing the settlement to Sentinels damages Productivity and Population. If the settlement falls completely, the Overseer role may be offered to someone else in the galaxy — meaning you lose the pin until you find and claim another town.
Settlements and other systems
A settlement is separate from a Base Computer camp. You can own both. The storage containers you build at a base appear at your settlement as long as the numbering matches. A freighter is also separate — it is a capital ship with frigates, not a town you direct.
After Cosmos 7.0, owned space stations became the social clubhouse parallel to settlements. A settlement is planetary and NPC-populated. A station is in-space and player-decorated. Both are optional mid-game layers on top of the units and nanites loop that actually funds the save.
Autophage standing does not replace the three-race system. A settlement in Autophage territory might use hybrid machine aesthetics but still runs Gek, Korvax, or Vy’keen politics underneath. See Autophage for the faction layer that sits beside the three empires.
The Guides Hub sends you here when the base-building loop is comfortable and the question becomes “what else can I run?” A settlement is the answer that involves other people, even if they are NPCs. Treat it like a small city-builder that sends you notifications, and it is more interesting than it sounds.
Frequently Asked Questions
Quick answers Travellers search for after Cosmos.
How do I find a settlement to manage?
Complete the mission The Settler when it appears, or buy a Settlement Chart from a space station vendor and follow it to a town. Multiple settlements can exist on one planet.
What do Productivity, Happiness, and Population mean?
Productivity is the settlement's output. Happiness is resident satisfaction. Population is resident count. All three interact — balanced growth is the goal.
What happens if I ignore my settlement?
Ignored settlements ping indefinitely and lose standing with the local faction. They do not disappear, but they also do not improve. Defend them from Sentinel attacks.
Can I build on a settlement like a normal base?
You can place some parts, but the settlement has its own construction system through the Overseer's Office. Storage containers with matching numbers sync between base and settlement.
How do Sentinel attacks work?
Defend the settlement by fighting Sentinels or resolving the triggering dispute. Success earns standing and improves Happiness. Failure damages Productivity and Population.
Are settlements related to Cosmos owned stations?
No. Settlements are planetary NPC towns. Owned space stations are in-space clubhouses after Cosmos 7.0. Both are optional mid-game layers.