Colonization is the process of moving Pops via a Colony Ship to a previously uninhabited but habitable planet.
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. Ringworld, Gaia and Ecumenopolis worlds have maximum habitability for all species while Tomb Worlds, Machine Worlds and Hive Worlds without hive mind species trait are normally uninhabitable by organic species.
|Gaia, Ecumenopolis and Ring World||100%|
|Habitat (with Voidborne ascension perk)||90%|
|Habitat (without Voidborne ascension perk)||70%|
|Tomb World and Machine World||0%|
- Every reduction of 1% of Habitability below 100% increases the Pop Upkeep and Amenity Usage by 1%, reduce their job output and Pop Growth by 0.5%. It caps at 0% Habitability, giving +100% Pop Upkeep and Amenity Usage, -50% Job Output and Pop Growth.
- Homeworlds have a +30% Habitability for the species originating on them.
- Robot pops have 100% Habitability for each planet type but empires that aren't Machine Intelligence require the Droids technology to select robots for Colony Ships.
- Low Habitability can also trigger events.
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.
- Green: The world is ≥70% habitable for at least one species in the player's empire.
- Yellow: The world is 40–69% habitable for at least one species in the player's empire.
- Red: The world is <40% habitable for all species in the player's empire.
- Orange: The world is habitable but not surveyed.
- Blue: The world is currently being Terraformed.
Planets cannot be colonized if they house an anomaly or a pre-FTL civilization.
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 habitable planets and barren worlds with the Terraforming Candidate modifier can be terraformed.
Using genetic modification, one can create a subspecies of the empire's 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).
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 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. It is also possible to receive Tomb World species from Caravaneers.
Aside from the afforementioned methods, there are also various other methods for improving Habitability:
- Medical Workers provide +2,5% Habitability, totaling at +5% per Gene Clinic, or +10% per Cyto-Revitalization Center.
- Each colonization tech gives +5% Habitability, totaling at +20%.
- Ecological Protection Resolution Level 3, 4 and 5 each give +5% Habitability, totaling at +15% at Level 5.
To colonize a planet, an empire needs first to own the system via a Starbase and to send a colony ship to the planet. Colony ships can be built at any Starbase with a Shipyard module.
Colony Ships cost a base amount of resources and take a year to build. While ordering its construction, you have to choose what species (including robots) will board the colony ship. Species require the Colonization Allowed species rights to be allowed to be selected for Colony Ships.
To colonize a planet, select the colonization ship, right click on the planet you want to settle, and choose Colonize Planet.
When a Colony Ship lands on a planet it will be converted into a Reassembled Ship Shelter, which acts as the colony's capital building and can be upgraded as the population grows. After landing a period of initial development will occur. The period lasts about 2 years and 10 months at 0 pops, and grows with increasing number of pops. It can also be reduced by the following:
While the colony is being established, it is extremely vulnerable: just a few days of orbital bombardment will wipe it out completely. During this period the new colony does not produce anything and consumes Energy. Once the colony has been successfully established, a Pop will appear and take a Colonist Job while another Pop will be growing and will take the second Job. You can then begin to develop the planet by constructing Districts and Buildings, clearing Blockers, and moving Pops.
Private colony ship
Meteorite colony ship
Empires with the Calamitous Birth Origin can build Meteorite Colony Ships. Meteorite Colony ships are built twice as fast as regular Colony Ships and cost only 500 Minerals. When they are used to colonize the world gains the Lithoid Crater modifier and two Buried Lithoids blocker.
Growing the colony
Your new planet will take time to settle.
Once the colony is established, it will be added to a sector automatically if it is within 4 hyperlane jumps of an existing sector capital or belong to none if the next sector capital is more than 4 jumps away. The colony can only receive governor benefits if they belong to a sector and the sector has a governor assigned. Depending on their bonuses, the governor will give different benefits to the planets in the sector they have been assigned to manage.
In the beginning, a colony has only one pop working in one building, the Reassembled Ship Shelter. It is a temporary shelter and you can only build basic buildings and districts until you have a proper Administration building. However, Administration requires the planet to have 10 population units.
There are few ways to quickly increase the population of a new colony to 10:
- Enable the Nutritional Plenitude edict
- Force resettlement, if your policies allow
- Build robots - they count towards required 10 population units, and grow independently from organic pops, effectively doubling growth
Once you finally hit 10 population units, you may upgrade the ship shelter to an Administration Center, and build advanced buildings and upgrades. At 40 pops (and 80 pops) the Administration Center can be upgraded further to unlock more advanced infrastructure and options.
Choosing systems to build outposts
Planets differ mainly by habitability and size and which of these two should be your primary focus depends on the Empire you are planing on playing. Habitability is important if you are going for a high happiness build (as lower habitability gives a happiness penalty) or if you want rapid population growth. Size is important because it determines the maximum number of districts a colony can support. Having a large number of planets (regardless of habitability and sizes) can be useful for gathering minerals and energy credits to fuel fleets.
Other things worth considering:
- Planetary features - Planets have random features that determine the number of Districts it can support. You should focus on colonizing planets that can support a large number of Districts most needed by your empire in the short term, or long term. Certain planets can also have rare features that are a great boon.
- Planetary modifiers - There are over 20 planetary modifiers for some planets, visible as big circles on top of planetary surface screen. They impact yields (for example "Mineral rich" increases extracted mineral yields by 25%) or population in positive or negative way. Some of them are fairly minor, but others have a huge impact.
- Blockers - Almost all uninhabited planets have some Blockers. Blockers are "natural obstacles" randomly generated on tiles and preventing them from being colonized, developed and exploited. They vary from toxic swamps to volcanoes, and each Blocker type has a corresponding technology which can be used to clear it - for a cost in minerals and energy. In the early game, when you have neither proper technology nor resources enabling you to remove Blockers, you should avoid colonizing planets very densely covered in them, as you won't be able to properly develop them for a long time. However, by mid to late game, Blockers become more and more insignificant obstacles and you shouldn't worry about them.
- Political location of a planet - If you build outposts in systems too close to alien empires, they may be very distressed of you suddenly expanding your imperial borders close to them, and declare you a rival or even declare a war. There is a negative "Border friction" modifier in diplomacy when two empires aggressively expand near each other. You should be very careful about colonizing planets near to Fallen Empires borders, especially if they are Xenophobic - and keep an eye out for Gaia Worlds marked by the Holy Guardians, as well. That said, sometimes proximity is a benefit rather than a drawback: one can easily "hem in" an empire to cut off their expansion.
Later in the game, choosing what planet to colonize isn't that big of a challenge as you will presumably have enough spare resources and technology to cope with any natural obstacles and shortages. However, early game prioritization of good planets is very important. Consider these three potential colony planets:
- A large planet with 3/4 of its features covered by Blockers.
- A planet possessing an irradiated modifier which makes pops grow very slowly and unhappily.
- A modestly sized planet that also has decent resources and tiles mostly free from obstacles.
Under these circumstances, you should consider colonizing number 3. However, the right choice isn't always that obvious.
For example, option 1 has more room for growth, which is important, as this is going to be your first colony, and thus probably be the largest (aside from your homeworld, of course). Additionally, as long as enough of each district is available to get you through the early game without being hindered, you'll be able to delay clearing the blockers until you can easily afford it.