Colony events

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Version

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This article has been verified for the current PC version (2.7) of the game.

Colony events have a chance to trigger 2, 3 or 4 years after a planet is colonized. Each event can happen multiple times per game.

Lost to Bureaucracy

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Evt colony settlement.png

Due to a major clerical error parts of [colony name] has fallen behind in infrastructure maintenance and accommodation services. The people live in rather bleak conditions and will not tolerate it for long. Remedying these problems will cost us time and effort.


 
Trigger conditions
  • Colony is not a Planet habitat.png Habitat
  • Colony has any building
  • Not Gestalt consciousness.png Gestalt Consciousness
Mean time to happen

36 months


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Unfortunate.
  • Adds a D slums.png Sprawling Slums Blocker to the colony
  • Adds an D metal boneyard.png Industrial Wasteland Blocker to the colony
Event button on.png
We must invest in this area.
  • Energy Credits: Energy Credits.png -500
  • Influence: Influence.png -100
  • Unity Gained: Unity.png 150-1000
Event button on.png
Authoritarian.pngFanatic Authoritarian.png We have a strong community, help them recover.
  • Energy Credits: Energy Credits.png -250
  • Influence: Influence.png -50
  • Unity Gained: Unity.png 150-1000
Event button on.png
Militarist.pngFanatic Militarist.png Throw out the inhabitants and raze the area.
  • Influence Gained: Influence.png 80-175
  • The colony gets +20 Devastation.png Devastation

Trouble in Paradise

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Evt smugglers in bar.png

Local political drama on [colony name] has resulted in increased support among a small group of rebels, opposed to our underlying ethics. Their increased support have enabled them to gain more power in the region and vote for their own causes with limited success.


 
Trigger conditions
  • Not capital world
  • Militarist.png Militarist, Fanatic Militarist.png Fanatic Militarist, Pacifist.png Pacifist or Fanatic Pacifist.png Fanatic Pacifist
Mean time to happen

36 months


Event button on.png
Suppress the opposition!
  • 1 Pop shifts ethics towards the empire's opposite
  • Suppressed Opposition modifier added for 120 months, giving the following effects: Mod pop happiness.png Happiness -15%
Event button on.png
Militarist.pngFanatic Militarist.pngPacifist.pngFanatic Pacifist.png We stand divided.
  • 3 Pops shifts ethics towards the empire's opposite

What Separates Us

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Evt burning settlement.png

Having other species living with our people has caused some friction on [colony name]. Be it cultural differences, xenophobia or a common misunderstanding is hard to tell, but what is sure is that these small encounters could turn to the worse if we do not intervene.


 
Trigger conditions
  • Colony is not a Planet habitat.png Habitat
  • Free alien Pops on the colony
  • Any main species Pop on the colony has the Xenophobe.png Xenophobe ethic
Mean time to happen

30 months


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Do not get involved.
  • 1 alien Pop is killed
Event button on.png
Xenophile.pngFanatic Xenophile.png Protect the minority at any cost.
  • Influence Gained: Influence.png 80-175
  • Protective Minorities modifier added for 240 months, giving the following effects:
    • Influence.png Monthly Influence +25%
    • Pop resource energy mult.png Energy Credits from Jobs -25%
Event button on.png
Xenophobe.pngFanatic Xenophobe.png Isolate the xenos from the mob.
  • Influence Gained: Influence.png 80-175
  • Protective Minorities modifier added for 240 months, giving the following effects:
    • Influence.png Monthly Influence +25%
    • Pop resource energy mult.png Energy Credits from Jobs -25%
Event button on.png
Xenophobe.pngFanatic Xenophobe.pngFanatic Militarist.png Let the xenos fight their own fight.
  • 1 alien Pop is killed
Event button on.png
Distract the angry mob.