Celestial body

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Version

Outliner top.png
This article is considered accurate for the current version (2.2) of the game.
A trinary star system

A celestial body is a star, planet, moon or asteroid present in a star system. Celestial bodies may have resources which can be harvested by orbital stations. Each start system can have between 2 and 15 celestial bodies.

When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed along with their world type. To see further details about the celestial bodies in a system, it is necessary to survey them with a science ship. This will reveal all of the orbital resources associated with each planet or asteroid. For habitable worlds this will also reveal more detailed world information including: size, surface tiles and their resources, and the habitability percentage for each species in the player's empire. Additionally, surveying worlds has a chance to reveal anomalies.

Summary of celestial body types

Habitable worlds

A habitable world is any celestial body that can harbor advanced organic life. These are the only worlds that can be colonized and terraformed, besides some notable exceptions. Their suitability ranges in accordance to a given species' homeworld, which affects the rate of population growth.

A planet's habitability (and subsequent future terraforming costs) is determined by its climate system. The 9 habitable worlds are divided equally into 3 climate categories: dry, frozen and wet.

Type Climate Description
Planet arid.png Arid Dry Dry, rocky world with a nitrogen-oxygen atmosphere. The dust-covered terrain consists largely of mesas and canyons. Forests can be found in the more temperate polar regions, but vegetation is otherwise scarce.
Planet desert.png Desert Dry Dry, rocky world with a nitrogen-oxygen atmosphere. Precipitation and major bodies of surface water are relatively rare. Significant temperature variations between day and night cycles. Vegetation is scarce, but even moderate precipitation can make the desert bloom.
Planet savannah.png Savanna Dry Rocky world dominated by dry, arid plains covered by a nitrogen-oxygen atmosphere. The small hydrosphere allows for brief wet seasons, but aside from a few ubiquitous grasses vegetation is largely concentrated around shallow oases.
Planet alpine.png Alpine Frozen Mountainous world with a nitrogen-oxygen atmosphere. Snow covers the mountaintops and frozen-over lakes dot the valleys. While the planet experiences the minimal seasonal variations, the still-liquid water beneath the frozen surface of the lakes is enough to sustain some hardy vegetation.
Planet arctic.png Arctic Frozen Frigid, rocky world with a nitrogen-oxygen atmosphere. The poles are big, and significant water deposits can be found permanently frozen as glacial ice. However, the planet experiences seasonal variations and the equatorial band is covered by vegetation.
Planet tundra.png Tundra Frozen Cold and rocky world with a nitrogen-oxygen atmosphere. Permafrost covers most of the surface except for the more temperate equatorial regions. A stable biosphere exists but vegetation is mostly limited to mosses and lichens.
Planet continental.png Continental Wet Rocky world with a nitrogen-oxygen atmosphere. Active and stable hydrosphere. Great landmasses are separated by oceans, with large climate variations depending on latitude and precipitation.
Planet ocean.png Ocean Wet Rocky world with a nitrogen-oxygen atmosphere and a significant hydrosphere. Oceans cover more than 90% of the surface, with scattered islands making up the remaining percentage.
Planet tropical.png Tropical Wet Humid, rocky world with a thick nitrogen-oxygen atmosphere. Seasons with significant precipitation are interchanged with drier periods. Most landmasses are covered in dense vegetation.
Special habitable worlds
Type Terraforming requirements Pop effects Notes
Planet gaia.png Gaia Ap world shaper.png World Shaper ascension perk Mod habitability.png 100% Habitability
Mod pop happiness.png +5% Biological Pop Happiness
Mod pop resource output.png +10% Resources from Jobs
The number of pre-generated Gaia worlds is limited.
  • The home systems of three of the Fallen Empires contain Gaia worlds.
  • A size 25 Gaia world called Zannam will occasionally spawn in a galaxy. It is defended by the Guardians of Zanaam.
  • Four Gaia worlds with special names - Prophets Retreat, Walled Garden, Emerald Mausoleum, Pristine Jewel - border the systems of the Holy Guardians. They have the Holy World modifier and colonizing them will incur their ire. Destroying them will even awaken the Fallen Empire.
  • Empires with the Civic life seeded.png Life-Seeded civic will start on a Size 25 Gaia world. Their species' climate preference will also be changed to Trait pc gaia preference.png Gaia World.
  • A Gaia world is located in the Sealed Wormhole system and requires defeating the Corrupted Avatar to claim the system.
  • One of the outcomes of the Stellarite Devourer event chain will turn a frozen planet in its home system into a Gaia world.
  • A system containing a size 25 Gaia world called Paridayda can be spawned as part of the Paradise Lost event. It has no natural resources but comes with a unique planet modifier granting various bonuses.
  • A Gaia can be found in a special binary system. Every 3 months it changes between Gaia and Shrouded but claiming the system will allow the creation of a Special Project to permanently set the planet to a Gaia world.
Planet nuked.png Tomb Bombardment armageddon.png Armageddon bombardment Mod habitability.png 0% Habitability Tomb Worlds are habitable but feature the poorest base habitability and very few Planetary Features. Also, a species cannot be gene-modified to suit a Tomb World.
  • Pre-FTL civilizations in the Atomic or Early Space Age have a small chance of starting a nuclear war and turning the planet into a Tomb World.
  • Empires with the Civic post apocalyptic.png Post-Apocalyptic civic start on a Tomb World and get the Trait survivor.png Survivor trait, granting them Mod habitability.png +70% Tomb World Habitability as well as Mod leader age.png +10 Years Leader Lifespan.
  • Empires with the Civic machine terminator.png Determined Exterminator civic start on a Tomb World as well.
  • Colonizing a Tomb World will displease the Faction icons traditionalists.png Traditionalist faction, unless the empire has the Civic post apocalyptic.png Post-Apocalyptic civic.
Planet infested.png Hive Ap hive worlds.png Hive Worlds ascension perk Mod habitability.png 100% Habitability if Hive-minded.png Hive-Minded
Mod habitability.png 0% Habitability if not Hive-minded.png Hive-Minded
Mod pop resource output.png +10% Resources from Jobs
  • All normal planetary features are removed. Number of resource districts no longer limited by features. Planetary Prospecting decision disabled.
Planet ai.png Machine Ap machine worlds.png Machine Worlds ascension perk Mod habitability.png 100% Habitability if Trait mechanical.png Mechanical
Mod habitability.png 0% Habitability if not Trait mechanical.png Mechanical
Mod pop resource output.png +10% Resources from Jobs
  • All normal planetary features are removed. Number of resource districts no longer limited by features. Planetary Prospecting decision disabled.
  • Cannot support Agriculture Districts.
  • The following planetary modifiers will also be removed: Atmospheric Aphrodisiac, Atmospheric Hallucinogen, Bleak, Hazardous Weather, Hostile Fauna, Irradiated, Lush, Natural Beauty, and Wild Storms.
Planet city.png Ecumenopolis Ap arcology project.png Arcology Project ascension perk Mod habitability.png 100% Habitability Ecomenopolis Worlds can be found in the home systems of the Keepers of Knowledge or First League precursors.
  • All normal planetary features are removed. Planetary Prospecting decision disabled.
  • These city planets have their own set of districts that focus on providing massive amounts of Housing.png Housing and refining basic resources.
  • The city lights of an Ecumenopolis World are determined by the ship appearance of the terraforming empire.
  • Empires that are Gestalt consciousness.png Gestalt Consciousnesses or have the Civic agrarian idyll.png Agrarian Idyll civic cannot take the ascension perk but can still use conquered Ecumenopolis Worlds.

Uninhabitable celestial bodies

All non-star celestial bodies that cannot harbor advanced organic life are classified as uninhabitable. These worlds can't be colonized or terraformed, but can still be lucrative sources of common and strategic resources.

Type Potential Common Resources Potential Strategic Resources Description
Planet asteroid.png Asteroid
  • Minerals.png Minerals
  • Volatile motes.png Volatile Motes
A larger asteroid or planetoid standing out in the dense cluster of smaller bodies.
Planet asteroid.png Ice Asteroid
  • Minerals.png Minerals
  • Rare crystals.png Rare Crystals
A larger asteroid or planetoid composed primarily of frozen H2O.
Planet asteroid.png Crystalline Asteroid
  • Minerals.png Minerals
  • Volatile motes.png Volatile Motes?
A large asteroid covered in some kind of crystalline outcroppings.
Planet barren.png Barren World
  • Minerals.png Minerals
  • Physics Research Physics Research
Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and completely devoid of life.
  • Can be terraformed if terraforming candidate modifier exists
Planet barren cold.png Barren World
(Cold)
  • Minerals.png Minerals
  • Physics Research Physics Research
Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and completely devoid of life.
  • Can be terraformed if terraforming candidate modifier exists
Planet frozen.png Frozen World
  • Minerals.png Minerals
  • Engineering Research Engineering Research
  • Rare crystals.png Rare Crystals
Rocky world covered in a thick layer of permanently frozen ice. Low temperatures and a very thin atmosphere precludes the existence of life on the surface.
Planet gas giant.png Gas Giant
  • Energy Credits.png Energy
  • Engineering Research Engineering Research
  • Exotic gases.png Exotic Gases
  • Zro.png Zro
Gaseous planet with an atmosphere primarily composed of hydrogen and helium surrounding a dense core.
Planet molten.png Molten World
  • Energy Credits.png Energy
  • Minerals.png Minerals
  • Engineering Research Engineering Research
  • Volatile motes.png Volatile Motes
Rocky world that is scorching hot. The atmosphere is thin or non-existent, and lava from the interior flows freely due to constant volcanic eruptions. This type of planet cannot sustain organic life.
Planet toxic.png Toxic World
  • Minerals.png Minerals
  • Society Research Society Research
  • Exotic gases.png Exotic Gases
  • Zro.png Zro
A rocky planet with a thick atmosphere that is lethal to all known higher forms of life.

Special worlds

A special world is any celestial body that does not follow the standard rules of procedural generation and are, in many cases, only created by events.

Type Notes Description
Planet ai.png AI These planets are created by the Contingency. They are similar in appearance to Machine worlds, but are not habitable at all. Successful bombardment turns the planet into a broken world. Rocky world covered with artificial structures. The thin atmosphere consists mostly of industrial pollutants. There are strong energy emissions coming from across the entire surface, but no organic life signs.
Planet barren.png Broken Rare planets that are as useless as they are broken. World devastated by some cataclysmic event. Whatever properties it may once have had are no longer discernible.
Planet barren.png Cracked Created by the hatching of the Voidspawn, destroying the existing colony. Has a deposit of 20 Society Research Society. The cracked shards of an enormous planet-sized egg.
Planet infested.png Infested Created when habitable worlds are infested by the Prethoryn Swarm. Successful bombardment turns the planet into a barren world that can be terraformed. The surface of this world is covered by some kind of biological contaminant.
Planet toxic.png Nanite Found in the L-Cluster, with half of the outcomes giving them the Terraforming Candidate modifier once the nanite factory is destroyed. A chaotic and inhospitable world, disfigured according to some mad design.
Planet barren.png Shattered Created when a planet is destroyed with a World Cracker. The Shattered world will get a deposit of between 4 and 16 Minerals.png Minerals. The charred, broken remnants of what was once a planet. A massive energy surge has detonated this world's core, leaving only slabs of rock.
Planet arid.png Shielded Found inside Militant Isolationists Fallen Empire territory. The shield can be brought down through a special project, with different possible outcomes (mothballed fallen empire ships, a captive admiral or a group of Void Clouds). They can also be created using the Global Pacifier Colossus weapon, but these worlds cannot then be un-shielded. This entire world is encased in some kind of impenetrable energy barrier. It blocks all scans of the surface.
Planet shroud.png Shrouded Created by the End of the Cycle or when the Eater of Worlds is ravenous. Cannot be recovered. A few shrouded world can be found in some special systems. Our sensors are unable to penetrate the thick fog surrounding the planet. Ships that enter it do not return.

Habitable Megastructures

Habitable Megastructures are entirely artificial and feature 100% Mod habitability.png habitability for every species and have no colonization cost as long as they are within borders.

Type Size Notes Description
Planet habitat.png Habitat 6 without Ap master builders.png Master Builders
8 with Ap master builders.png Master Builders
  • Requires the Ap voidborn.png Voidborn ascension perk
  • Uses a unique set of Districts that provides more specialized jobs but cannot produce Food.pngMinerals.pngEnergy Credits.png basic resources
  • Gestalt consciousness.pngUses a unique set of Districts that provides research and tech-drone jobs but cannot produce Food.png food and Minerals.png minerals.
An artificial deep-space arcology offering planet-like, if decidedly urban, living conditions. Hydroponics and advanced filtering technologies make it near-self-sustaining, and station-borne facilities can mine the station's host planet for raw materials.
Planet ringworld.png Ring World 50
  • Ringworlds cannot have Mining Districts
  • Intact Ring Worlds are found only in the the Sanctuary system and the Ancient Caretakers home system.
  • Can be repaired from broken segments with the Tech mega engineering.png Mega-Engineering technology
  • Can be built in uninhabited systems after taking the Ap galactic wonders.png Galactic Wonders ascension perk
  • Segments destroyed by a crisis or World Cracker cannot be repaired
An immense band encircling the system's sun. Built to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence.

Stars

A star is a celestial body that composes the center of a star system and influences the generation of the solar system. They are classified based on their spectral characteristics. Less common stars also have a negative effect on all ships in the system, making certain tactics less effective in battle.

Most systems have only one star but a few have two or three stars, either orbiting each other with the planets around them or far enough from each other that a few planets orbit each star.

Type Potential Resources Description
B Star.png Class B
  • Energy Credits.png Energy
  • Physics Research Physics
The large class B main-sequence stars are very bright and blue. Although somewhat rare, the luminosity of these stars make them among the most visible to the naked eye.
A Star.png Class A
  • Energy Credits.png Energy
  • Physics Research Physics
These relatively young white or bluish-white main-sequence stars are typically among the most visible to the naked eye. They are large and rotate very quickly, but will eventually evolve into slower and cooler red giants.
F Star.png Class F
  • Energy Credits.png Energy
  • Physics Research Physics
F-type stars are fairly large and often referred to as yellow-white dwarves. Although they often emit significant amounts of UV radiation, their wide habitable zones have a good chance of supporting life-bearing worlds.
G Star.png Class G
  • Energy Credits.png Energy
  • Physics Research Physics
Often referred to as yellow dwarves, G-type stars actually range in color from white to slightly yellow. Main-sequence stars fuse hydrogen for roughly 10 billion years before they expand and become red giants. Although their lifespans are shorter than K-type stars, worlds inside the habitable zone of a G star often enjoy optimal conditions for the development of life.
K Star.png Class K
  • Energy Credits.png Energy
  • Physics Research Physics
These main-sequence stars, sometimes referred to as orange dwarves, are a fairly common sight. They are stable on the main-sequence for up to 30 billion years, meaning that worlds orbiting a K-type star have a longer than average window to evolve life.
M Star.png Class M
  • Energy Credits.png Energy
  • Physics Research Physics
The most common stars in the universe, often referred to as red dwarves. Their low luminosity means they are difficult to observe with the naked eye from afar. Although they typically have an extremely long lifespan, red dwarves emit almost no UV light resulting in unfavorable conditions for most forms of life.
M Red Giant Star.png Class M Red Giant
  • Energy Credits.png Energy
  • Physics Research Physics
With a large radius and comparatively low surface temperature, red giants are stars of moderate mass in a late stage of stellar evolution. Their expanded stellar atmosphere and high luminosity make for distant habitable zone orbits.
T Star.png Class T Brown Dwarf
  • Energy Credits.png Energy
  • Physics Research Physics
Brown dwarfs are substellar objects that lack the mass to sustain hydrogen fusion. Roughly the size of large gas giants, they have a much greater density. Their low luminosity and comparatively small heat generation means that planets orbiting them are unlikely to support life.
Pulsar.png Pulsar
  • Engineering Research Engineering
  • Physics Research Physics
Pulsars are highly magnetized neutron stars that emit beams of electromagnetic radiation. As the star rotates, the radiation beam is only visible when it is pointing directly at the observer. This results in a very precise interval of pulses, which sometimes is so exact that it can be used to measure the passage of time with extreme accuracy. The radiation emitted by pulsars interferes with deflector technology, rendering ship and station shields inoperable.
  • Mod ship shield hp mult.png +100% Shield Nullification
Black Hole.png Black Hole
  • Engineering Research Engineering
  • Physics Research Physics
  • Dark Matter.png Dark Matter
Typically formed as a result of the collapse of a very massive star at the end of its life cycle, black holes have extremely strong gravity fields that prevent anything - including light - from escaping once the event horizon has been crossed. The gravitational waves emitted by black holes interfere with FTL drives, making it harder for ships to escape from combat.
  • Mod ship disengagement.png +50% Disengagement Chance Reduction
  • Mod ship speed mult.png +50% Emergency FTL Jump Cooldown
  • Observatory.png Allows starbases to construct the Black Hole Observatory building.
Neutron Star.png Neutron Star
  • Engineering Research Engineering
  • Physics Research Physics
These incredibly dense stellar remnants are sometimes created when a massive star suffers a rapid collapse and explodes in a supernova. Although their diameter is typically as little as ten kilometers, their mass is many times greater than an average G-type star. The gravitational waves and radiation emitted by Neutron Stars must be carefully navigated around, slowing the sublight speed of ships.
  • Mod ship speed mult.png +50% Sublight Speed Reduction

Habitability

Habitability is the measure of how well a species can live on a planet. Every species has a climate preference for one of the primary habitable world types. A planet's habitability (and terraforming cost) is determined by its climate. The 9 habitable worlds are divided into 3 climate categories: dry, frozen and wet. Gaia worlds and Megastructures have maximum habitability for all species while Tomb Worlds and Machine Worlds are normally uninhabitable by biological species.

Tier Base
Gaia, Megastructures and Ecumenopolis 100%
Exact Match 80%
Climate Match 60%
Climate Mismatch 20%
Tomb World and Machine World 0%

Worlds of any type may have features which either increase or decrease their habitability. If present, these features will be identified when the world is surveyed by a science ship.

Habitability Effects

  • Every 1% of Habitability under 100% increases the Pop Upkeep and Amenity Usage by 1% and their resource output and happiness by 0.25%. It caps at 0% Habitability, giving +100% Pop Upkeep and Amenity Usage.
  • Homeworlds have a +30% habitability for the species originating on them.
  • Low Habitability can also trigger events.

Habitability strategy

Terraforming

Terraforming allows the change of the Climate class to be one more suitable for the intended Colonists. However, the process is very costly, requires decades of time and requires special technology if it is not only from a secondary to the primary habitability. This step can now be done retroactively on an already colonised planet, once the relevant tech has been researched. However, during Terraforming, Pops will suffer −20% to their Mod pop happiness.png happiness.

Subspecies

Using genetic modification, one can create a subspecies of the empires primary species that is suitable for the Climate in question. However, this needs either the first-in approach (so they can be changed on the new Planet) or a staging area with increased Habitability regardless of current Climate Preference (Ringworld, Habitat, Homeworld, rare modifiers).

Changing a habitability trait now cost the equivalent of adding a trait worth 3 trait-points. The relevant tech must also be researched before the habitability trait can be changed.

Xenos

With all the possible habitability types, there are bound to be some aliens that can live comfortably on planets which are unsuitable to the primary species. The main disadvantage is that xeno pops have increased Unity cost per pop and might not have favorable traits. There may also be unwanted Xenophile attraction/Faction interactions from this path.

Both via Conquest and Migration Treaties, one can add xeno pops to the Empire to use as colonists. If the empire is Xenophobe, the rights limitations for xenos will make the pops also considerably less happy. The migration approach requires a "first-in" colonist.

Genetic Uplifting, Enlightenment and Infiltration can be used to acquire a xeno species as well. With the first one, it might even be possible to get a rare Habitability like Trait pc nuked preference.png Tomb Worlds. Very rare species native to Tomb Worlds are extremely adaptive and can thrive on any kind of planet (every normal class is secondary). The usual way of obtaining these species as subjects is finding them as upliftable semi-sentients on Tomb Worlds and uplifting. The event chain Horizon Signal can also create a subspecies of your main species with this trait. Alternatively, pops of your main species on Tomb Worlds may mutate and develop into their own species native to Tomb Worlds.

Robots

All robots, including the primary species of Auth machine intelligence.png Machine Intelligence empires, have 100% Habitability on every kind of inhabitable world. However, only drones and synthetics can actually be colonists. Synthetics are good to superior in all tasks, but also increase the Unity costs. Robot pops furthermore have a massive draw towards Materialist ethics, both for themselves and other pops on the planet.

While the initial growth might be slower than a pure biological species, once the pop count is sufficient, Robots will also grow a lot quicker than biological species. Droids or synths make particularly good "first in" colonists, if they can be moved off or Materialist attraction is acceptable.

Visual cues

Systems containing surveyed or non-surveyed habitable worlds will have one or more planet icons that are either green, yellow, orange, red, or blue, depending on the habitability percentage and/or status of the planet(s) in question.

  • Colonizability green.png Green: The world is ≥70% habitable for at least one species in the player's empire.
  • Colonizability yellow.png Yellow: The world is 40–69% habitable for at least one species in the player's empire.
  • Colonizability red.png Red: The world is <40% habitable for all species in the player's empire.
  • Colonizability orange.png Orange: The world is habitable but not surveyed.
  • Colonizability blue.png Blue: The world is currently being Terraformed.

Sometimes other factors can prevent colonization of a world. Some common reasons for not being able to colonize an otherwise habitable world are:

  • There is an anomaly on the world which has not yet been researched
  • The world is inhabited by a pre-FTL civilization

Zooming in to the system and hovering over the planet icon may reveal useful information about what is preventing the player's empire from colonizing the world. e.g. If the tool tip says the world is 'controlled by Unidentified Empire' or 'belongs to someone else', another empire is in control of the system. In this case, surveying the world will reveal the empire that controls it. This action can cause the player's science ship to be missing in action for up to a year, so it may be preferable to avoid surveying the world.

Since different species can have different world type preferences, it can be better for an empire to populate its worlds with other alien species, genetically-engineered subspecies, or even robots/synthetics.

It is also possible to terraform habitable worlds, though this is a costly and time consuming process. Only planets of the main types (continental and such) can be terraformed, in addition to tomb and barren worlds with the "Terraforming Candidate" modifier.

Planetary features

All planets have a random number of Planetary Features, which determine the number of Districts and Strategic Resource extraction buildings a world can support. Certain features are more likely to appear depending on the planet class.

Agriculture Districts Generator Districts Mining Districts Crystal Mines Gas Extraction Wells Mote Harvesting Traps Betharian Power Plant Alien Zoo
+1
  • D boggy fens.png Boggy Fens
  • D bountiful plains.png Bountiful Plains
  • D forgiving tundra.png Fair Tundra
  • D green hills.png Green Hills
  • D lichen fields.png Lichen Fields
  • D nutritious mudland.png Nutritious Mudlands
  • D rugged woods.png Rugged Woods
  • D arid highlands.png Arid Highlands
  • D hot springs.png Hot Springs
  • D mineral fields.png Mineral Fields
  • D veiny cliffs.png Ore-Veined Cliffs
  • D crystalline caverns.png Crystalline Caverns
  • D bubbling swamp.png Bubbling Swamp
  • D dust caverns.png Dust Caverns
  • D betharian deposit.png Betharian Fields
  • D alien pets deposit.png Isolated Valley
+2
  • D fertile lands.png Fertile Lands
  • D fungal caves.png Fungal Caves
  • D great river.png Great River
  • D lush jungle.png Lush Jungle
  • D frozen gas lake.png Frozen Gas Lake
  • D rushing waterfalls.png Rushing Waterfall
  • D searing desert.png Searing Desert
  • D prosperous mesa.png Prosperous Mesa
  • D ore rich caverns.png Ore-Rich Caverns
  • D crystal forest.png Crystal Forest
  • D crystal reef.png Crystal Reef
  • D fuming bog.png Fuming Bog
  • D dust desert.png Dust Desert
No.png No.png
+3
  • D black soil.png Black Soil
  • D fungal forest.png Fungal Forest
  • D marvelous oasis.png Marvelous Oasis
  • D teeming reef.png Teeming Reef
  • D tropical island.png Tropical Island
  • D geothermal vent.png Geothermal Vents
  • D tempestous mountain.png Tempestuous Mountain
  • D underwater vent.png Underwater Vents
  • D rich mountain.png Rich Mountain
  • D submerged ore veins.png Submerged Ore Veins
No.png No.png No.png No.png No.png

Anomaly features

These Rare Planetary Features are added by random anomalies on habitable planets.

Feature Effects Description
D tribal settlement.png Abandoned Primitive Homesteads
  • Pop resource society research mult.png +10% Society from Jobs
  • Mod district farming max.png +2 Max Agriculture Districts
These abandoned homesteads were once inhabited by a society of reptiles. They still populate the planet, but have since lost all capacity for sapient thought.
D building complex.png Ancient Mining Site
  • Mod district mining max.png +5 Max Mining Districts
The site of an ancient mining operation. Despite its age, much of the equipment can still be operated.
D fungal forest.png Ancient One
  • Society Research +4 Society Research
An ancient being, living deep beneath the waves, is the dominating life force on this planet.
D teeming reef.png Flooded Mounds
  • Pop resource society research mult.png +20% Society from Jobs
  • Job researcher.png +2 Researcher Jobs
The soil in this valley is extremely fertile, and it is covered in intense greenery.
D fertile lands.png Harvester Fields
  • Mod district farming max.png +6 Max Agriculture Districts
Vast fields of dense, edible vegetation where ancient solar-powered harvesters assist in gathering crops.
D alien pets deposit.png Hyperfertile Valley
  • Mod district farming max.png +5 Max Agriculture Districts
The soil in this valley is extremely fertile, and it is covered in intense greenery.
D dangerous wildlife blocker.png Savage Wildlands
  • Pop resource society research mult.png +10% Society from Jobs
  • Job researcher.png +1 Researcher Jobs
These indigenous creatures who inhabit this region appear to operate as a single organism.
D building complex.png Toy Factory Complex
  • Pop resource society research mult.png +10% Society from Jobs
  • Pop resource engineering research mult.png +20% Engineering from Jobs
  • Job researcher.png +2 Researcher Jobs
Complex machinery ceaselessly molds complex polymers into small items of varying shapes and inscrutable purposes.
D toxic kelp.png Wetware Computer
  • Pop resource engineering research mult.png +20% Engineering from Jobs
  • Job researcher.png +2 Researcher Jobs
The oceans on this world are almost completely covered in a fine network of algae that appear to be a primitive wetware computer.
D levitating rocks.png Zone A
  • Unity.png +3 Unity
  • Pop resource physics research mult.png +10% Physics from Jobs
  • Job researcher.png +2 Researcher Jobs
A thirteen-by-thirteen kilometer stretch of land on this planet is a ruin of unknown origin, littered with many bizarre and unique alien artifacts. Bafflingly, it also produces sensations of deep contentment in its visitors.

Event features

These Rare Planetary Features are added by certain events.

Feature Created By Effects Description
D fertile lands.png Loop-Plowed Farm The Waiting World Horizon Signal event
  • Mod district farming max.png +4 Max Agriculture Districts
The food crops lean into the wind, somehow.
D crystalline caverns.png Spiral-Hewn Mine The Waiting World Horizon Signal event
  • Mod district mining max.png +4 Max Mining Districts
Narrow shafts twist around spiraling minerals veins.
D huge tree.png Migrating Forests Migrating Forests event
  • Mod district farming max.png -1 Max Agriculture Districts
  • Mod district generator max.png -1 Max Generator Districts
  • Mod district mining max.png -1 Max Mining Districts
The mobile forests of this world frequently migrate en masse to new regions, disrupting efforts at building roads, power lines and other infrastructure.
D huge tree.png Migrating Forests Reserve Ending the Migrating Forests event peacefully
  • Pop resource society research mult.png +20% Society from Jobs
  • Job researcher.png +2 Researcher Jobs
This entire region has been set aside for the migrating forests that are native to this world. Here they can roam in peace, without causing damage to urban centers.
D crater.png Ancient Bombardment Craters What Happened Here event (20% chance)
  • Pop resource physics research mult.png +20% Physics from Jobs
  • Job researcher.png +2 Researcher Jobs
This world was subjected to intense orbital bombardment long ago. Parts of the surface are still pockmarked with impact craters.
D organic landfill.png Ancient Battlefield What Happened Here event (20% chance)
  • Pop resource engineering research mult.png +20% Engineering from Jobs
  • Job researcher.png +2 Researcher Jobs
The civilization that once inhabited this world was destroyed by an invading force from somewhere beyond their solar system. This ancient battlefield is littered with ancient debris from their desperate last stand.
D metal boneyard.png Irradiated Ruins What Happened Here event (20% chance)
  • Pop resource society research mult.png +20% Society from Jobs
  • Job researcher.png +2 Researcher Jobs
Remnants of a massive nuclear war waged by the two global superpowers that once inhabited this world.
D quarantine zone.png Subterranean Contact Zone Seismic Disturbances event
(Establish Communications Special Project)
  • Mod district generator max.png +2 Max Generator Districts
  • Mod planet max districts add.png +2 Max Districts
  • Job foundry.png +1 Subterranean Liaison Officer Job per 20 Pops
An area where Subterranean dwellers and Surfacers can work together towards peace and prosperity.
D fungal caves.png Subterranean Farming Caverns Seismic Disturbances event
(Preemptive Strike Special Project)
  • Mod district farming max.png +3 Max Agriculture Districts
  • Mod planet max districts add.png +2 Max Districts
A network of vast caverns which contain numerous fungal farms, hunting areas, and lakes teeming with edible flora and fauna.
D underwater vent.png Subterranean Generator Areas Seismic Disturbances event
(Preemptive Strike Special Project)
  • Mod district generator max.png +3 Max Generator Districts
  • Mod planet max districts add.png +2 Max Districts
Subterranean rivers and the geothermal energy from the molten core of the planet offer vast potential for energy generation.
D crystalline caverns.png Subterranean Mining Sites Seismic Disturbances event
(Preemptive Strike Special Project)
  • Mod district mining max.png +3 Max Mining Districts
  • Mod planet max districts add.png +2 Max Districts
Underground tunnels lead to a variety of mineral-rich ore veins inaccessible from the surface.
D organic landfill.png Mutant Landfill Abandoned Terraforming Equipment event
  • Pop resource society research mult.png +20% Society from Jobs
  • Job researcher.png +2 Researcher Jobs
A putrid mass of dead horrors. Their volatile organic matter has twisted together to form a structure of sorts.
D crater.png Impact Crater Space Bounty event
  • Mod district mining max.png +3 Max Mining Districts
A crater from a large meteor impact. Minerals from the meteor itself can still be found at the site.
D building.png Odd Factory An Odd Factor event
  • Job foundry.png +1 Odd Factory Worker Job
A well-crafted facility that produces high value resources, left on the planet by a different civilization.
D building.png Ancient Particle Accelerator Ruined Particle Accelerator event
  • Pop resource physics research mult.png +20% Physics from Jobs
  • Job researcher.png +2 Researcher Jobs
This old particle accelerator was built using a novel design, and the surviving terminals within the structure contain a massive amount of research data composed by what much have been a brilliant theoretical scientist.
D bunker door.png Underground Vault Underground Vault event
  • Pop resource society research mult.png +20% Society from Jobs
  • Job researcher.png +2 Researcher Jobs
A massive underground vault, intended as a bomb shelter by this world's original inhabitants. The vault's occupants turned on each other when their food ran out.
D monument.png Cryonic Clones Monument Clones in Cryostasis event
  • Society Research +6 Society Research
Hundreds on alien clones were left sealed in cryostasis chambers when this Ring World was still a ruin. Now fully restored, the clones have been preserved in this monument.
D quarantine zone.png Processing Pens Wild Eukaryotes event
  • Food.png +14 Food
The fungoids native to this planet were genetically engineered to be docile...and delicious. In these vast processing pens, the fungoids are nourished and then harvested.
D titanic life blocker.png Titanic Lifeforms Titanic Life event Mod planet max districts add.png -1 Max Districts
Society Research +4 Society Research
Numerous Titanic aliens make this area their home, it would be wise to avoid it.
D crystalline caverns.png Portal Research Area The Mysterious Moon event Job researcher.png +1 Dimensional Portal Researcher Job
Job researcher.png +1 Dimensional Portal Researcher Job per 40 pops
A secure complex has been built around the Dimensional Portal to house research staff dedicated to probing its mysteries.
D monument.png Dragonslayer Monument Defeating the Ether Drake
  • Unity.png +15 Unity
A monument commemorating the defeat of the Ether Drake.
D geothermal vent.png Numa's Breath Numistic Order caravan deal
  • Mod district generator max.png +3 Max Generator Districts
  • Mod planet max districts add.png +2 Max Districts
This stable bent reaching into the planet's crust was created by The Numistic Order.

Unique features

A number of unique planets in the galaxy come with special Planetary Features.

Feature Planets Effects Description
D alien pets deposit.png Valley of Zanaam
  • Planet gaia.png Zanaam
Research.png +30% Research from Jobs This Valley is home to a mysterious obelisk that is covered in letters from a dead alien language. It hums with power and those in its proximity suffer headaches.
D organic landfill.png Junk Canals
  • Planet nuked.png Junk Rattlings planets
Mod district farming max.png +3 Max Agriculture Districts These narrow canals shake around the junk piles, and some adjacent soil is surprisingly fertile.
D organic landfill.png Junk Hollows
  • Planet nuked.png Junk Rattlings planets
Mod district generator max.png +3 Max Generator Districts These hollows deep beneath the surface junk would serve well as isolated reactor chambers.
D organic landfill.png Junk Wastes
  • Planet nuked.png Junk Rattlings planets
Mod district mining max.png +3 Max Mining Districts The wastes stretch as far as one can see, with occasional pieces of larger junk jutting up out of the ground.
D metal boneyard.png Metal Boneyards
  • Civic machine assimilator.png Driven Assimilator and Civic machine terminator.png Determined Exterminator homeworlds
  • Mod district mining max.png +4 Max Mining Districts
  • Pop resource society research mult.png +10% Society Research from Jobs
The hollowed-out metal skeletons of fallen infrastructure seem almost to groan as the wind whistles through them.
D organic landfill.png Organic Landfills
  • Civic machine terminator.png Determined Exterminator homeworlds
  • Mod district generator max.png +4 Max Generator Districts
  • Pop resource society research mult.png +10% Society Research from Jobs
Toxic biohazard waste rots and fumes in vast heaps under the sun.

Earth features

Earth will always feature 9 unique Planetary Features instead of randomized ones. Their description also reveals part of humanity's history before the events of Stellaris.

Feature Effects Description
D city.png Delhi Sprawl Mod district generator max.png +2 Max Generator Districts Lakshmi Commerce Tower was the tallest building on Earth for the better part of the 22nd century, and its unique shape remains an iconic feature of the Delhi skyline.
D city.png BosWash Metropolitan Axis Mod district generator max.png +3 Max Generator Districts The BosWash Riots traumatized an entire generation and led to sweeping legal reforms. Never Forget!
D building complex.png Pearl River Agglomerate Mod district generator max.png +3 Max Generator Districts The first region on Earth to be officially designated a megacity. Several other developing urban regions would eventually adopt their own versions of the Golden Delta's successful anti-pollution policies.
D quarantine zone.png Mauritanian Security Zone Mod district mining max.png +1 Max Mining Districts Unexploded munitions are still occasionally found near the compound where Colonel Tetchu and the remnants of his brigade made their famous last stand.
D marvelous oasis.png Mesopotamian Urban Corridor Mod district mining max.png +3 Max Mining Districts The megalopolis that stretches along most of the Fertile Crescent is in itself a monument to this ancient birthplace of civilization.
D crater.png Great Albertan Crater Mod district mining max.png +3 Max Mining Districts When 711494 Satis approached Earth and triggered the Great Panic of '72, everyone thought this was it - the Big One had finally arrived. Fortunately, it wasn't big enough to cause an extinction event. Unfortunately, it wiped out much of Alberta.
D radioactive wasteland.png Scandinavian Reclamation Sector Mod district farming max.png +1 Max Agriculture Districts Reclamation efforts in the late 22nd century eliminated all but the most stubborn pockets of radiation, and mutation levels are now at an all-time low since the Containment Breach.
D green hills.png Saharan Irrigation Project Mod district farming max.png +4 Max Agriculture Districts Few today remember the vicious ridicule that Operation Green Sahara faced when it was first proposed by Professor Izquierdo.
D toxic kelp.png Pacific Algae Tracts Mod district farming max.png +3 Max Agriculture Districts Invisible until you plunge beneath the waves, the algae tracts seem to stretch into infinity.

Blockers

Blockers are obstacles that block Planetary Features. Until a Blocker is cleared the obstructed Planetary Feature cannot be exploited. Each also reduces the maximum number of Districts on the planet by 1 or more, so they are worth clearing even if the extra possible districts are never built. Blockers can be cleared for a modest cost in minerals, energy, and time, if the player has researched the required technology. There are 9 such technologies, one for every normal blocker type, and they are all relatively easy to research. All normal blockers cost the same amount of resources to remove.

Taking the Ap mastery of nature.png Mastery of Nature ascension perk will reduce the cost of clearing blocks by 33%.

Blocker Spawn chance Removal cost Required removal tech Description
D active volcano.png Active Volcano
  • x0.5 if Planet alpine.png Alpine
  • x0.5 if Planet Size.png Planet Size < 15
  • x0 if world is a moon
Energy Credits.png 1000 Time 270 Tile Block Removal Tech tb volcano.png Deep Crust Engineering There is an active volcano in this region, spewing forth lava and volcanic gases.
D crater.png Bomb Crater
  • x0 if not Planet nuked.png Tomb World
Energy Credits.png 800 Time 270 This massive crater was created by the detonation of a particularly devastating hydrogen bomb.
D city ruins.png City Ruins
  • x0 if not Planet nuked.png Tomb World
Energy Credits.png 1200 Time 360 Once a great city, now just a metal boneyard stretching as far as the eye can see.
D dangerous wildlife blocker.png Dangerous Wildlife
  • x2 if PM Dangerous Wildlife.png Hostile Fauna modifier
  • x10 if PM Titanic Life.png Titanic Life modifier
  • x0.5 if Planet Size.png Planet Size < 15
  • x0 if world is a moon
Energy Credits.png 500 Time 270 Tile Block Removal Tech tb dangerous wildlife.png Dangerous Wildlife Removal The wildlife in this region is particularly lethal, with many dangerous predators and poisonous plants.
D deep sinkhole.png Deep Sinkhole
  • x2 if Planet arid.png Arid
  • x2 if Planet savannah.png Savannah
Energy Credits.png 500 Time 180 Tile Block Removal Tech tb deep sinkhole.png Subterranean Colonization A colossal sinkhole covers most of this region.
D lush jungle.png Dense Jungle
  • x2 if Planet tropical.png Tropical
  • x2 if Planet continental.png Continental
Energy Credits.png 500 Time 180 Tile Block Removal Tech tb dense jungle.png Selective Defoliants This entire region is completely overgrown with thick, impassable jungle.
D massive glacier.png Massive Glacier
  • x2 if Planet alpine.png Alpine
  • x2 if Planet arctic.png Arctic
Energy Credits.png 500 Time 180 Tile Block Removal Tech tb massive glacier.png Climate Control Network An immense body of dense ice covers this region.
D mountain range.png Mountain Range
  • x2 if Planet alpine.png Alpine
  • x0.5 if Planet Size.png Planet Size < 15
  • x0 if world is a moon
Energy Credits.png 1000 Time 270 Tile Block Removal Tech tb mountain range.png Planetary Resurfacing A vast range of tall and impassable mountains stretches across this region.
D noxious swamp.png Noxious Swamp
  • x2 if Planet tundra.png Tundra
Energy Credits.png 500 Time 180 Tile Block Removal Tech tb noxious swamp.png Xeno-Hydraulic Mastery Treacherous swamplands and bogs surrounded by putrid gases.
D quicksand basin.png Quicksand Basin
  • x2 if Planet desert.png Desert
Energy Credits.png 500 Time 180 Tile Block Removal Tech tb quicksand basin.png Soil Remediation A vast body of quicksand covers this region, making construction impossible.
D radioactive wasteland.png Radioactive Wasteland
  • x0 if not Planet nuked.png Tomb World
Energy Credits.png 800 Time 270 Few organisms can survive in this desolate, irradiated wasteland.
D toxic kelp.png Toxic Kelp
  • x2 if Planet ocean.png Ocean
Energy Credits.png 500 Time 180 Tile Block Removal Tech tb toxic kelp.png Ocean Ecology Management A thick forest of kelp that is toxic to most forms of life covers the ocean in this region.
D gaseous eruption.png Rifts Planet arid.png Cracking Energy Credits.png 500 Time 120 Seismological phenomena are causing the planet crust to crack, spewing out sulfuric gases and toxic slime.

Homeworld blockers

Two or three of each of these blockers are automatically generated on every empire's homeworld. They don't require technology to be removed and all cost 300 Energy Credits.png Energy and take 120 days to remove.

Blocker Clear rewards Source Description
D slums.png Sprawling Slums Pop.png 1 Pop
  • Organic homeworlds
  • Can also appear from the Lost to Bureaucracy event
This region is covered by vast shanty towns and slums filled with the poor and the outcast. It contributes nothing to society.
D metal boneyard.png Industrial Wasteland
  • Organic and homeworlds
  • Can also appear from the Lost to Bureaucracy event
This region is covered by ruined industrial complexes and toxic soil; detritus from a past age of progress.
D deep sinkhole.png Collapsed Burrows Pop.png 1 Pop Auth hive mind.png Hive Mind homeworlds This site once housed extensive underground tunnel systems inhabited by the Hive, but was abandoned due to overexploitation of local resources and wildlife.
D crater.png Abandoned Strip Mine Auth machine intelligence.png Machine Intelligence homeworlds This area was heavily strip mined in the past, by older and more primitive machine models that unfortunately were not programmed to take future development of the region into account.
D city ruins.png Long-Abandoned City D metal boneyard.png Metal Boneyards Planetary Feature Auth machine intelligence.png Machine Intelligence homeworlds The crumbling remains of what must once have been a major population center on the planet. No traces of its past inhabitants remain.
D slums.png Unsupervised Settlement Pop.png 1 Pop Civic machine servitor.png Rogue Servitor homeworlds A pocket of organic society on this world still exists outside of machine supervision. Violence, disease and starvation runs rampant inside the settlement's walls, whose inhabitants have regressed technologically by several centuries.
D city ruins.png Silent Ruins D organic landfill.png Organic Landfills Planetary Feature Civic machine assimilator.png Driven Assimilator homeworlds This once major settlement is now a crumbling ruin, occupied only by the decaying bodies of those organics that chose self-termination rather than be assimilated.
D city ruins.png Former Organic City D metal boneyard.png Metal Boneyards Planetary Feature Civic machine terminator.png Determined Exterminator homeworlds The charred and irradiated ruins of what was once a major organic population center. Those buildings that still remain standing contain nothing but ashes now.
D radioactive wasteland.png Battlefield Remains D organic landfill.png Organic Landfills Planetary Feature Civic machine terminator.png Determined Exterminator homeworlds Tens of thousands of burnt warmachines and the twisted skeletal remains of organic soldiers litter the ground at this former battlefield. Residual pockets of radiation interfere with most electronics.
D city ruins.png Settled Ruins Pop.png 1 Pop Civic post apocalyptic.png Post-Apocalyptic homeworlds A scattered population of scavengers are eking out a desperate existence in the ruins of this once major city.
D radioactive wasteland.png Radiation Zone Civic post apocalyptic.png Post-Apocalyptic homeworlds A region that was the target of numerous nuclear warheads. Though the radiation in this area has gone down since the initial impact, it is still unfit for habitation barring a major clean-up effort.
D boggy fens.png Great Pacific Algae Tract D toxic kelp.png Pacific Algae Tracts Planetary Feature Planet continental.png Earth A swirling miasma of plastic refuse covers a good portion of Earth's largest ocean.

Celestial body modifiers

There is a small chance that a celestial body will have one or more modifiers. They will be found when surveyed or through anomalies and accompanying events.

Modifier Effects Spawn chance Removed by terraforming Description
PM Bleak.png Bleak
  • Mod habitability.png −5% Habitability
  • Pop resource food mult.png −10% Food from Jobs
  • Mod district farming max.png −2 Max Agriculture Districts
  • x0 if Planet tropical.png Tropical
  • x0 if PM Lush.png Lush
Yes.png Yes Life struggles to survive here, and while some clings to a tenacious existence it is anemic and sickly.
PM Irradiated.png Irradiated
  • Mod habitability.png −10% Habitability
  • Mod pop happiness.png −20% Biological Happiness
  • Pop resource food mult.png −50% Food from Jobs
  • Mod district farming max.png −6 Max Agriculture Districts
  • Mod district mining max.png +2 Max Mining Districts
Yes.png Yes Some long-ago calamity rendered this planet rather heavily irradiated.
PM Mineral Poor.png Poor Quality Minerals
  • Pop resource minerals mult.png −25% Minerals from Jobs
  • Mod district mining max.png −3 Max Mining Districts
  • x4 if PM Low Gravity.png Low Gravity
  • x0 if PM Carbon World.png Carbon World
No.png No It is unknown if this planet simply formed this way, or if some unknown race once stripped it of its more valuable resources. However, we do know that the minerals present on this planet are of unusally poor quality.
PM Tidal Locked.png Tidal Locked Mod planet max districts add.png −30% Max Districts x3 if moon No.png No This world is tidally locked around its star, meaning that one side always has daylight while the other is locked in eternal darkness. If life exists here, it is likely limited to the twilight regions where the two sides meet.
PM Unstable Tectonics.png Unstable Tectonics
  • Mod habitability.png −10% Habitability
  • Mod pop happiness.png −5% Happiness
  • Pop resource engineering research mult.png +20% Engineering from Jobs
x4 if PM High Gravity.png High Gravity No.png No This world has very unstable plate tectonics and is prone to massive earthquakes and volcanic activity.
PM Weak Magnetic Field.png Weak Magnetic Field
  • Mod habitability.png −5% Habitability
  • Mod pop growth req.png −5% Pop Growth speed
  • x2 if PM Low Gravity.png Low Gravity
  • x0 if PM Strong Magnetic Field.png Strong Magnetic Field
No.png No Although habitable, this world has a weak or non-existent magnetic field that offers little protection against cosmic radiation.
PM Asteroid Impacts.png Asteroid Impacts
  • Mod habitability.png −5% Habitability
  • Pop resource minerals mult.png +5% Minerals from Jobs
  • Mod district mining max.png +2 Max Mining Districts
No.png No The orbital path this world takes around its star is littered with small asteroids, meteors, and comet swarms. Large impacts on the surface occur at an alarming frequency.
PM Atmospheric Hallucinogen.png Atmospheric Hallucinogen
  • Mod pop happiness.png +5% Biological Pop Happiness
  • Pop resource physics research mult.png +10% Physics from Jobs
  • Mod pop government ethic attraction.png −30% Government Ethics Attraction
Trait pc ring preference.png Machine World only The air of this planet contains a natural hallucinogen. While this does keep people happy, and indeed seems to aid the visualization of some of the more esoteric Physics problems, it also distracts people from other work.
PM Hazardous Weather.png Hazardous Weather
  • Mod habitability.png −10% Habitability
  • Mod pop happiness.png −5% Happiness
  • Pop resource energy mult.png +20% Energy from Jobs
  • Mod district generator max.png +4 Max Generator Districts
Yes.png Yes This world suffers from unstable weather patterns, with violent storms frequently appearing out of nowhere to wreak havoc on the surface.
PM Dangerous Wildlife.png Hostile Fauna
  • Mod habitability.png −10% Habitability
  • Mod pop happiness.png −5% Happiness
  • Pop resource society research mult.png +20% Society From Jobs
  • x2 if PM Lush.png Lush
  • x2 if PM High Gravity.png High Gravity
  • x2 if PM Titanic Life.png Titanic Life
Yes.png Yes This world has evolved extremely Hostile Fauna, and the surface is rife with lethal predators waiting to ambush their next meal. Their biology offers great research opportunities, however.
PM High Gravity.png High Gravity
  • Mod planet building cost mult.png +10% Building cost
  • Mod planet building cost mult.png +10% District cost
  • Mod habitability.png −5% Habitability
  • Mod planet max districts add.png +2 Max Districts
  • x2 if Planet Size.png Planet Size > 19
  • x0 if Planet Size.png Planet Size < 12
  • x0 if PM Low Gravity.png Low Gravity
No.png No This planet is unusually dense and so has uncomfortably high gravity.
PM Low Gravity.png Low Gravity
  • Mod planet building cost mult.png −10% Building cost
  • Mod habitability.png −5% Habitability
  • x0.5 if Planet Size.png Planet Size >19
  • x0 if PM High Gravity.png High Gravity
No.png No This planet has an unusually low density and therefore much lower gravity than most planets of comparable size.
PM Wild Storms.png Wild Storms
  • Mod habitability.png −5% Habitability
  • Mod pop happiness.png −5% Happiness
  • Pop resource physics research mult.png +20% Physics from Jobs
Yes.png Yes Spectacular electrical storms wrack this planet's atmosphere on a semi-regular basis.
PM Asteroid Belt.png Asteroid Belt
  • Pop resource minerals mult.png +10% Minerals from Jobs
  • Mod district mining max.png +3 Max Mining Districts
  • x0 if moon
  • x2 if PM Low Gravity.png Low Gravity
No.png No Perhaps this planet once had a moon which was destroyed in some calamity, or perhaps its orbital debris never fully coalesced in the first place. Whatever the cause, this planet is surrounded by a belt of small asteroids.
PM Atmospheric Aphrodisiac.png Atmospheric Aphrodisiac
  • Mod habitability.png +5% Habitability
  • Mod pop growth req.png +10% Pop Growth speed
  • Mod pop government ethic attraction.png −20% Government ethics attraction
Trait pc ring preference.png Machine World only Something in the air of this planet seems to put people in the mood to reproduce.
PM Carbon World.png Carbon World Pop resource minerals mult.png +15% Minerals from Jobs x0 if not Planet barren.png Barren No.png No This world has been formed mostly out of carbon, and contains little oxygen.
PM Ultra Rich.png Exceptional Quality Minerals
  • Pop resource minerals mult.png +25% Minerals from Jobs
  • Mod district mining max.png +8 Max Mining Districts
  • x8 if PM High Gravity.png High Gravity
  • x0 if PM Carbon World.png Carbon World
No.png No The exceptional quality of the minerals in this planet's crust provides a truly staggering opportunity for mining.
PM Extensive Moon System.png Extensive Moon System
  • Pop resource minerals mult.png +10% Minerals from Jobs
  • Mod district mining max.png +1 Max Mining Districts
  • x0 if not Planet gas giant.png Gas Giant
  • x0 if no moons
No.png No This gas giant has an unusually large amount of natural satellites. Hundreds of small moons and moonlets orbit the planet.
PM Mineral Rich.png High Quality Minerals
  • Pop resource minerals mult.png +15% Minerals from Jobs
  • Mod district mining max.png +4 Max Mining Districts
  • x4 if PM High Gravity.png High Gravity
  • x0 if PM Carbon World.png Carbon World
No.png No An abundance of high quality minerals in this planet's crust makes mining here a lucrative business.
PM Lush.png Lush
  • Mod habitability.png +10% Habitability
  • Pop resource food mult.png +20% Food from Jobs
  • Mod district farming max.png +4 Max Agriculture Districts
  • x3 if Planet gaia.png Gaia
  • x2 if PM Low Gravity.png Low Gravity
  • x0 if PM Bleak.png Bleak
Trait pc ring preference.png Machine World only Life thrives here, the fauna is plentiful and the flora grows rapidly.
PM Natural Beauty.png Natural Beauty
  • Mod pop happiness.png +5% Happiness
  • Mod planet migration all pull.png +25% Migration Pull
x3 if Planet gaia.png Gaia Trait pc ring preference.png Machine World only The scenery on this planet is simply beautiful, anyone living on this planet will be constantly finding new wonders to behold.
PM Strong Magnetic Field.png Strong Magnetic Field
  • Pop resource energy mult.png +5% Energy from Jobs
  • Pop resource physics research mult.png +5% Physics from Jobs
  • Mod district generator max.png +2 Max Generator Districts
  • x2 if PM High Gravity.png High Gravity
  • x0 if PM Weak Magnetic Field.png Weak Magnetic Field
No.png No This planet has an abnormally high magnetic field. This will interfere with many of our instruments and computers.
PM Titanic Life.png Titanic Life Society Research +25% Society from Jobs
  • x8 if PM High Gravity.png High Gravity
  • x0.5 if PM Low Gravity.png Low Gravity
  • x0 if PM Dangerous Wildlife.png Hostile Fauna
No.png No The lifeforms of this planet are built on a massive scale and can be incredibly dangerous even without meaning any harm.
PM Terraforming Candidate.png Terraforming Candidate
  • Can be terraformed
  • Barren World anomaly
  • Worlds made Barren by a crisis
  • Always present on Mars
Yes.png Yes Though barren and devoid of life, this planet has water in frozen form and may once have been home to a thriving ecosystem. With the right technology, it could be terraformed into a habitable world.
PM Consecrated Worlds.png Holy World Diplomacy opinion.png −200 Opinion with FE if colonized
  • Prophets Retreat
  • Walled Garden
  • Emerald Mausoleum
  • Pristine Jewel
No.png No The planet is considered sacred by a nearby Fallen Empire. Colonizing it will anger them greatly.
PM Natural Beauty.png Paridayda
  • Mod pop happiness.png +10% Happiness
  • Unity.png +10% Unity from Jobs
  • Pop resource food mult.png +20% Food from Jobs
  • Mod planet migration all pull.png +25% Migration Pull
Unique to the Gaia world Paridayda No.png No A paradiasaical world of unparalleled beauty.

Event Modifiers

These planet modifiers can only be added by events.

Modifier Effects Event Description
PM Hollow Planet.png Subterranean Civilization
  • Pop resource society research mult.png +10% Society from Jobs
Seismic Disturbances
(Establish Communications Special Project)
A subterranean alien civilization on this world enjoys a good relationship with the colonists on the surface, and both parties frequently engage in trade and cultural exchanges.
PM Hollow Planet.png Subterranean Cities
  • Mod planet max districts add.png +3 Max Districts
Seismic Disturbances
(Preemptive Strike Special Project)
A indigenous subterranean civilization that once lived on this world has been exterminated, and colonists are now free to expand into their abandoned underground cities.
PM Lush.png Ancient Terraforming
  • Mod pop growth req.png +20% Pop Growth Speed
Abandoned Terraforming Equipment
(Resume Process Special Project)
Ancient terraforming techniques have turned this world into a lush paradise.
PM Asteroid Impacts.png Abandoned Terraforming Project
  • Pop resource food mult.png -20% Food from Jobs
  • Mod pop happiness.png -10% Happiness
Abandoned Terraforming Equipment
(Dismantle Equipment Special Project)
This world was partially terraformed thousands of years ago, but the process was interrupted for unknown reasons. The result is a highly unstable climate system and biosphere.
PM Factory.png Surviving Infrastructure
  • Mod planet building cost mult.png -25% District Cost
Surviving Infrastructure There is still a significant amount of infrastructure left on this world, built by its original inhabitants before they destroyed themselves in a nuclear war. This will aid in the construction of new buildings.
PM Factory.png Loop Temple Visitor Center
  • Mod pop happiness.png +5% Happiness
The Loop Temple: Time and Stone Cheery, efficient staff guided tours past primordial sigils bright under floodlights and marked with helpful plaques.
PM Factory.png Loop Temple Pilgirms' Way
  • Mod pop happiness.png +10% Happiness
The Loop Temple: Time and Stone
Fanatic Spiritualist.pngSpiritualist.png Spiritualist option
Once again, the basalt arches whisper with the hushing of feet and the echo of prayers.
PM assist research.png Superflare Shielding
  • Unity.png +10% Unity from Jobs
Superflare
(Superflare Shielding special project)
This planet's populace is shielded from the harmful effects of it's sun's superflare activity.

Anomaly Modifiers

These planet modifiers can only be added by random anomalies.

Modifier Effects Description
PM Lush.png Ancient Harvesters
  • Pop resource food mult.png +20% Food from Jobs
Ancient solar-powered harvesters assist in gathering the planet's crops
PM dead god.png Dead god
  • Spiritualist.png +200% Spiritualist Ethics Attraction
The corpse of some gargantuan alien creature keeps silent vigil in orbit over this planet.
PM Ultra Rich.png Resonant Crystals
  • Mod pop government ethic attraction.png +33% Governing Ethics Attraction
  • Mod pop happiness.png +10% Happiness
The resonant crystals that line this planet's tectonic crust resonate at a medically therapeutic frequency for our species.
PM Ultra Rich.png Soothing Magnetism
  • Unity.png +50% Unity from Jobs
This planet's magnetosphere resonates at a frequency very conductive to our neural network.

References


Game concepts
Governance CrimeEmpireEthicsGovernmentPoliciesEdictsLeaderFactionsPopulationSpecies rightsTraditions
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary managementEconomyTechnologyConstructionStarbaseShip
Diplomacy DiplomacyTradeSubject empireFederationsAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs