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Console commands/Planetary features examples and descriptions

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Please help with verifying or updating older sections of this article. At least some were last verified for version 2.2.

This article is for the PC version of Stellaris only.
Main article: Console commands

All planets have a random number of planetary features, which increase the number of Districts a world can support and act as a flavor, make your planets feel like places where Pops actually live their lives.

You add specific deposit (i.e. from the list below):

  1. Select the planet.
  2. Use console command: effect add_deposit = d_arid_highlands
  1. AS of 2.2.5
  2. Use console command: effect planetary_deposit_tile={add_deposit="deposit name"}
  3. like this: effect planetary_deposit_tile={add_deposit=d_tempestous_mountain}

Contents

Common features[1]Edit

Feature Key code Planets Effects Description
  Arid Highland d_arid_highlands   Desert,   Arid,   Savannah +1 Max Generator Districts An elevated, dry ecoregion bearing sparse vegetation of desert grasses and scrubs.
  Hot Springs d_hot_springs
  •   Tropical,   Continental,   Ocean,
  •   Alpine,   Tundra,
  •   Arctic,   Tomb
+1 Max Generator Districts Groundwater heated by geothermal processes steams from the surface of these springs.
  Rushing Waterfall d_rushing_waterfalls
  •   Tropical,   Continental,   Ocean,
+2 Max Generator Districts Picturesque vistas formed when rivers flow over the cliff-sides of steep mountainsides.
  Searing Desert d_searing_desert +2 Max Generator Districts With little precipitation, extreme temperatures and limited vegetation, these sandy deserts are hostile to most forms of life.
  Frozen Gas Lake d_frozen_gas_lake +2 Max Generator Districts Formed under immense pressure in a bygone age, deep-freeze temperatures have kept the gases dissolved in these rimey lakes in a solid state.
  Geothermal Vents d_geothermal_vent
  •   Desert,   Arid,   Savannah,
  •   Tundra,   Arctic
+3 Max Generator Districts These fumaroles vent steam and noxious gases from deep within the planet's crust.
  Underwater Vents d_underwater_vent +3 Max Generator Districts Metalliferous sediments react with superheated water in the planet's crust, venting chemicals along the seabed where tectonic plates diverge.
  Tempestuous Mountain d_tempestous_mountain
  •   Tropical,   Continental
  •   Alpine,   Gaia
+3 Max Generator Districts Wind-torn vegetation clings to the high crags and stormy cliffs of these rainy mountains.
  Ore-Veined Cliffs d_veiny_cliffs
  •   Arid,   Continental,   Alpine,
  •   Arctic,   Tomb
+1 Max Mining Districts Bands of valuable mineral ores run like veins through these exposed cliff faces.
  Mineral Fields d_mineral_fields
  •   Desert,   Savannah,   Tropical,
  •   Ocean,   Tundra
+1 Max Mining Districts Geological upheaval exposed these useful minerals to the planet's surface long ago.
  Prosperous Mesa d_prosperous_mesa
  •   Desert,   Savannah,   Tropical
  •   Continental,   Gaia
+2 Max Mining Districts This flat-topped hill has steep sides lined with useful resources.
  Ore-Rich Caverns d_ore_rich_caverns +2 Max Mining Districts These deep caverns are rife with metallic and mineral ore deposits.
  Rich Mountain d_rich_mountain
  •   Desert,   Arid,   Continental,
  •   Alpine,   Tundra,   Arctic,
  •   Gaia
+3 Max Mining Districts These mountainsides glint with rich ore resources and precious stones.
  Submerged Ore Veins d_submerged_ore_veins
  •   Savannah,   Tropical,   Ocean,
  •   Gaia,   Tomb
+3 Max Mining Districts Useful ore deposits line parts of the ocean floor, providing opportunities for deep-sea mining.
  Lichen Fields d_lichen_fields +1 Max Agriculture Districts Dewy moss, lichens and fungi form a plush carpet that stretches across these rocky lands.
  Bountiful Plains d_bountiful_plains +1 Max Agriculture Districts Fertile soils and tall grasses cover these sweeping plains, providing rich potential for farmlands.
  Rugged Woods d_rugged_woods
  •   Continental
+1 Max Agriculture Districts Cold, rocky woods with herbaceous understories.
  Green Hills d_green_hills
  •   Tropical,   Ocean
+1 Max Agriculture Districts Rolling hills covered in greenery and fertile soils.
  Fair Tundra d_forgiving_tundra
  •   Alpine,   Tundra
+1 Max Agriculture Districts Sedges, shrubs and lichens cover this high-latitude biome, where the subsoil permafrost is nevertheless covered in more fertile sediment.
  Boggy Fens d_boggy_fens +1 Max Agriculture Districts These low-lying wetlands provide a wealth of plant nutrients.
  Nutritious Mudlands d_nutritious_mudland +1 Max Agriculture Districts A watery slurry of clay, silt, and loam stretches across the horizon, where low vegetation flourishes.
  Fungal Caves d_fungal_caves
  •   Alpine,   Tundra,
  •   Arctic,   Tomb
+2 Max Agriculture Districts These extensive cave networks are covered in many species of edible fungi, which require neither sunlight nor fertile soil to flourish.
  Lush Jungle d_lush_jungle
  •   Tropical,   Ocean,
  •   Gaia
+2 Max Agriculture Districts With a dense canopy and nigh-impenetrable vegetation density, these jungles are poor in soil quality, but rich in plant-life and fruit-bearing trees.
  Fertile Lands d_fertile_lands
  •   Arid,   Savannah
  •   Continental,   Gaia
+2 Max Agriculture Districts This vast stretch of open plains provides ideal farmland.
  Great River d_great_river +2 Max Agriculture Districts A slow-flowing river of enormous volume provides water and vegetation for a rich abundance of life.
  Black Soil d_black_soil
  •   Savannah,   Continental
  •   Gaia
+3 Max Agriculture Districts With a remarkably high moisture capacity and high amounts of chemicals integral to plant life, these soils promise impressive agricultural yields.
  Teeming Reef d_teeming_reef +3 Max Agriculture Districts A vibrant ecosystem brimming with corals, fish, mollusks, mammals, invertebrates, and all kinds of edible marine life.
  Marvelous Oasis d_marvelous_oasis +3 Max Agriculture Districts A shimmering jewel of water and greenery in a barren wasteland.
  Tropical Island d_tropical_island
  •   Desert,   Arid,   Tropical
+3 Max Agriculture Districts From fruit laden trees to plentiful fauna, the bounties of this paradisaical island promise a rich harvest.
  Fungal Forest d_fungal_forest
  •   Alpine,   Tundra,   Arctic
+3 Max Agriculture Districts In lieu of trees, towering mushrooms dominate these fecund forests, the enormous caps of fungal giants blotting out sunlight to create the perfect environment for a rich variety of smaller specimens.

Rare featuresEdit

Rare Planetary Features allow the construction of a limited number of buildings that can extract advanced resources directly. They are twice more likely to appear on Gaia Worlds and cannot appear on homeworlds.

Feature Key code Planets Effects Description
  Dust Caverns d_dust_caverns +1 Max Mote Harvesting Traps Rare Volatile Motes condense in these sandy caves and hidden hollows.
  Dust Desert d_dust_desert +2 Max Mote Harvesting Traps A vast expanse of sand that covers scattered pockets of rare and valuable Volatile Motes. Extraction is possible with the right equipment.
  Bubbling Swamp d_bubbling_swamp +1 Max Gas Extraction Wells A hotbed of aquatic plants, insects, and swamp gas, this wetland is characterized by slow-moving water and rich vegetation.
  Fuming Bog d_fuming_bog +2 Max Gas Extraction Wells A noxious quagmire covered in low vegetation, mosses and fungi, where gases steam from the water's surface.
  Crystalline Caverns d_crystalline_caverns +1 Max Crystal Mines Like enormous geodes, these caves are filled on all sides with rare crystals.
  Crystal Forest d_crystal_forest +2 Max Crystal Mines Glittering crystals grow like hoarfrost in these exotic forests.
  Crystal Reef d_crystal_reef +2 Max Crystal Mines Crystal lattices glimmer amongst the rocks and corals of this sandy reef.
  Betharian Fields d_betharian_deposit Any +1 Max Betharian Power Plant Thousands upon thousands of valuable Betharian stones glint like stars in these fields.
  Isolated Valley d_alien_pets_deposit Any +1 Max Alien Zoo This pristine valley lies sheltered amongst the surrounding mountains, its fauna shielded from roving predators.

Special featuresEdit

Some features are created by some colony events or certain planet modifiers.

Feature Key code Created By Effects Description
  Abandoned Primitive Homesteads d_abandoned_primitive_homesteads Broken Union event chain   Society Research from   Jobs: +10%
Max Agriculture Districts: +2
These abandoned homesteads were once inhabited by a society of reptiles. They still populate the planet, but have since lost all capacity for sentient thought.
  Ancient Battlefield d_ancient_battlefield IDK   Engineering Research from   Jobs: +20%
Researcher Jobs: +2
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.
  Ancient Bombardment Craters d_ancient_bombardment_craters IDK   Physics Research from   Jobs: +20%
Researcher Jobs: +2
This world was subjected to intense orbital bombardment long ago. Parts of the surface are still pockmarked with impact craters.
  Ancient Mining Site d_ancient_mining_site IDK Max Mining Districts: +5 The site of an ancient mining operation. Despite its age, much of the equipment can still be operated
  Ancient One d_ancient_one IDK Produces:  4 An ancient being, living beneath the waves, is the dominating life force on this planet.
  Ancient Particle Accelerator d_ancient_particle_accelerator IDK   Physics Research from   Jobs: +20%
Researcher Jobs: +2
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 must have been a brilliant theoretical physicist.
  Cryonic Clones Monument d_cryonic_clones IDK Produces:  6 Hundreds of 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
  Dragonslayer Monument d_dragon_monument IDK Produces:  22 A monument commemorating the defeat of the Ether Drake.
  Flooded Mounds d_flooded_mounds IDK   Society Research from   Jobs: +20%
Researcher Jobs: +2
Thousands of thousands of interconnected termite-like mounds can be found far beneath the ocean on this world, the last remnants of an ancient species of sapient arthropods
  Harvester Fields d_harvester_fields IDK Max Agriculture Districts: +6 Vast fields of dense, edible vegetation where ancient solar-powered harvesters assist in gathering crops.
  Hyperfertile Valley d_hyperfertile_valley IDK Max Agriculture Districts: +5 The soil in this valley is extremely fertile, and it is covered in intense greenery.
  Impact Crater d_impact_crater IDK Max Mining Districts: +3 A crater from a large meteor impact. Minerals from the meteor itself can still be found at the site.
  Irradiated Ruins d_irradiated_ruins IDK   Society Research from   Jobs: +20%
Researcher Jobs: +2
Remnants from a massive nuclear war waged by the two global superpowers that once inhabited this world.
  Loop-Plowed Farm d_worm_farm IDK Max Agriculture Districts: +4 The food crops lean into the wind, somehow.
  Migrating Forests Reserve d_migrating_forest_reserve IDK   Society Research from   Jobs: +20%
Researcher Jobs: +2
The 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 areas.
  Mutant Landfill d_mutant_landfill IDK   Society Research from   Jobs: +20%
Researcher Jobs: +2
A putrid mass of dead mutated horrors. Their volatile organic matter has twisted together to form a structure of sorts.
  Numa's Breath d_numas_breath IDK Max Generator Districts: +3
Max Districts: +2
This stable vent reaching into the planet's crust was created by The Numistic Order.
  Odd Factory d_odd_factory / d_odd_factory_wreckage_1 / d_odd_factory_wreckage_2 (I am not sure, test it out some one :C) Odd Factory event   +1 Odd Factory Worker job A well-crafted facility that produces high value resources. left on the planet by a different civilization.
  Portal Research Area d_portal_research_zone IDK Dimensional Portal Researcher Jobs: +1
+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.
  Processing Pens d_processing_pens IDK Produces:  16 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.
  Savage Wildlands d_savage_wildlands IDK   Society Research from   Jobs: +10%
Researcher Jobs: +1
The indigenous creatures who inhabit this region appear to operate as a single organism.
  Spiral-Hewn Mine d_worm_mine IDK Max Mining Districts: +4 Narrow shafts twist around spiraling mineral veins.
  Subterranean Contact Zone d_underground_contact_zone IDK Max Generator Districts: +2
Max Districts: +2
Subterranean Liaison Officer Jobs: +1
+1 Subterranean Liaison Officer Job per 20 pops
An area were Subterranean dwellers and Surfacers can work together towards peace and prosperity.
  Subterranean Farming Caverns d_underground_farm IDK Max Agriculure Districts: +3
Max Districts: +2
A network of vast caverns which contain numerous fungal farms, hunting areas, and lakes teeming with edible flora and fauna.
  Subterranean Generator Areas d_underground_generator IDK Max Generator Districts: +3
Max Districts: +2
Subterranean rivers and the geothermal energy from the molten core of the planet offer vast potential for energy generation.
  Subterranean Mining Sites d_underground_mine IDK Max Mining Districts: +3
Max Districts: +2
Underground tunnels lead to a variety of mineral-rich ore veins inaccessible from the surface.
  Toy Factory Complex d_toy_factory_complex IDK   Society Research from   Jobs: +10%
  Engineering Research from   Jobs: +20%
Researcher Jobs: +2
Complex machinery ceaseless molds complex polymers into small items of varying shapes and inscrutable purpose.
  Underground Vault d_underground_vault IDK   Society Research from   Jobs: +20%
Researcher Jobs: +2
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.
  Wetware Computer d_wetware_computer IDK   Engineering Research from   Jobs: +20%
Researcher Jobs: +2
The oceans of this world are almost completely covered in a fine network of algae that appear to be a primitive wetware computer
  Zone A d_the_zone IDK   Physics Research from   Jobs: +15%
Researcher Jobs: +2
Produces:  4
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.

Unique featuresEdit

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

Feature Key code Planets Effects Description
  Valley of Zanaam d_valley_of_zanaam   +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.
  Junk Canals d_junk_canals
  •   Junk Rattlings planets
+3 Max Agriculture Districts These narrow canals shake around the junk piles, and some adjacent soil is surprisingly fertile.
  Junk Hollows d_junk_hollows
  •   Junk Rattlings planets
+3 Max Generator Districts These hollows deep beneath the surface junk would serve well as isolated reactor chambers.
  Junk Wastes d_junk_wastes
  •   Junk Rattlings planets
+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.
  Metal Boneyards d_metal_boneyard
  •   Driven Assimilator and   Determined Exterminator homeworlds
  • +4 Max Mining Districts
  •   +10% Society Research from Jobs
The hollowed-out metal skeletons of fallen infrastructure seem almost to groan as the wind whistles through them.
  Organic Landfills d_organic_landfill
  •   Driven Assimilator and   Determined Exterminator homeworlds
  • +4 Max Generator Districts
  •   +10% Society Research from Jobs
Toxic biohazard waste rots and fumes in vast heaps under the sun.

Earth featuresEdit

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 Key code Effects Description
  Delhi Sprawl d_delhi_sprawl +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.
  BosWash Metropolitan Axis d_boswash_metropolitan_axis +3 Max Generator Districts The BosWash Riots traumatized an entire generation and led to sweeping legal reforms. Never Forget!
  Pearl River Agglomerate d_pearl_river_agglomerate +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.
  Mauritanian Security Zone d_mauritanian_security_zone +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.
  Mesopotamian Urban Corridor d_mesopotamian_urban_corridor +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.
  Great Albertan Crater d_great_albertan_crater +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.
  Scandinavian Reclamation Sector d_scandinavian_reclamation_sector +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.
  Saharan Irrigation Project d_saharan_irrigation_project +4 Max Agriculture Districts Few today remember the vicious ridicule that Operation Green Sahara faced when it was first proposed by Professor Izquierdo.
  Pacific Algae Tracts d_pacific_algae_tracts +3 Max Agriculture Districts Invisible until you plunge beneath the waves, the algae tracts seem to stretch into infinity.

BlockersEdit

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   Mastery of Nature ascension perk will reduce the cost of clearing blocks by 33%.

Blocker Key code Spawn chance Removal cost Required removal tech Description
  Active Volcano d_active_volcano
  • x0.5 if   Alpine
  • x0.5 if   Planet Size < 15
  • x0 if world is a moon
  1000   270     Deep Crust Engineering There is an active volcano in this region, spewing forth lava and volcanic gases.
  Bomb Crater d_bomb_crater
  • x0 if not   Tomb World
  800   270 This massive crater was created by the detonation of a particularly devastating hydrogen bomb.
  City Ruins d_city_ruins
  • x0 if not   Tomb World
  1200   360 Once a great city, now just a metal boneyard stretching as far as the eye can see.
  Dangerous Wildlife d_dangerous_wildlife_blocker
  • x2 if   Hostile Fauna modifier
  • x10 if   Titanic Life modifier
  • x0.5 if   Planet Size < 15
  • x0 if world is a moon
  500   270     Dangerous Wildlife Removal The wildlife in this region is particularly lethal, with many dangerous predators and poisonous plants.
  Deep Sinkhole d_deep_sinkhole
  • x2 if   Arid
  • x2 if   Savannah
  500   180     Subterranean Colonization A colossal sinkhole covers most of this region.
  Dense Jungle d_dense_jungle
  • x2 if   Tropical
  • x2 if   Continental
  500   180     Selective Defoliants This entire region is completely overgrown with thick, impassable jungle.
  Massive Glacier d_massive_glacier
  • x2 if   Alpine
  • x2 if   Arctic
  500   180     Climate Control Network An immense body of dense ice covers this region.
  Mountain Range d_mountain_range
  • x2 if   Alpine
  • x0.5 if   Planet Size < 15
  • x0 if world is a moon
  1000   270     Planetary Resurfacing A vast range of tall and impassable mountains stretches across this region.
  Noxious Swamp d_noxious_swamp
  • x2 if   Tundra
  500   180     Xeno-Hydraulic Mastery Treacherous swamplands and bogs surrounded by putrid gases.
  Quicksand Basin d_quicksand_basin
  • x2 if   Desert
  500   180     Soil Remediation A vast body of quicksand covers this region, making construction impossible.
  Radioactive Wasteland d_radioactive_wasteland
  • x0 if not   Tomb World
  800   270 Few organisms can survive in this desolate, irradiated wasteland.
  Toxic Kelp d_toxic_kelp
  • x2 if   Ocean
  500   180     Ocean Ecology Management A thick forest of kelp that is toxic to most forms of life covers the ocean in this region.

Special blockersEdit

These blockers are not generated randomly. They are either a result of particular actions, other are tied to events or created in preset systems. A few blockers cannot be removed, with the upside being that they add adjacency bonuses or unique effects.

Blocker Spawn chance Key code   Clear cost Notes Description
File:Ancient ruins.png Ancient Ruins PLEASE_FILL_ME_UPI was too lazy to search by hand, when simple searching name in file gives no record... Keepers of Knowledge ringworlds without Synthetic Dawn   300   180 Once a great city built with highly advanced technology, now just ruins and rubble that has been abandoned for centuries.
  Impact Crater d_crater   Tomb world   300   100 Can appear on tomb worlds with the orbital debris modifier Something collided with the surface of this world at some point, creating this massive impact crater.
File:TB egg cracking.png Rifts d_egg_crackingNot sure...   100   120 Generated by the Voidspawn event Seismological phenomena are causing the planet crust to crack, spewing out sulfuric gases and toxic slime.
File:Ancient ruins.png Ruined Stasis Chambers PLEASE_FILL_ME_UPI was too lazy to search by hand, when simple searching name in file gives no record... Ancient Caretakers ringworlds   300   180 A sprawling, partially ruined complex containing millions of stasis chambers. The complex is unpowered and only trace biomatter remains in the chambers' occupants, who appear to have come from dozens of distinct biological species.
File:Deep sinkhole.png Subterranean Entrance d_living_subterraneans / d_dead_subterraneans Any   300   100 Generated by the Subterranean Civilization event A large hole in the ground that leads into the extensive cave network stretching beneath the surface of this world.
82px Titanic Lifeforms d_titanic_life_blocker   Titanic Life   Generated via events Numerous Titanic aliens make this area their home, it would be wise to avoid it.
File:TB infestation.png Toxic Wasteland d_radioactive_wastelandNot sure...   Gaia   60   120 Generated by the Paradise Lost event A noxious slush of chemical solvents and dissolved organic matter make this area uninhabitable.
  Wandering Forest Reserve PLEASE_FILL_ME_UPI was too lazy to search by hand, when simple searching name in file gives no record...
  •   Arid
  •   Continental
  •   Savannah
  •   Tropical
  •   Tundra
 
  •     +3 Society research
  • Created by choosing to study the Migrating Forests
A nature reserve that covers the vast expanse of territory where the wandering forests range.
  Wandering Forests d_wandering_forests
  •   Arid
  •   Continental
  •   Savannah
  •   Tropical
  •   Tundra
 
  • Generated by the Migrating Forests event
  • Will move periodically to any free space
The mobile forests of this world frequently migrate en masse to new regions, disrupting efforts at building roads, power lines and other infrastructure.
  Xeno Preserve PLEASE_FILL_ME_UPI was too lazy to search by hand, when simple searching name in file gives no record...   The Preserve  
  • Can be replaced with a building as a result of Enigmatic Observers requests
This entire region has been set aside as a reservation for endangered alien species.
  Exofungus Infestation d_exofungus_blocker
  •   Exofungus Infestation
  300   100 Generated on planets with the Exofungus Infestation planet modifier The exofungus that has invaded this planet spreads like a cancer, choking the terrain and interfering with infrastructure.

Homeworld blockersEdit

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 and take 120 days to remove.

Blocker Key code Clear rewards Source Description
File:Sprawling slums.png Sprawling Slums d_decrepit_dwellings   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.
File:Metal boneyard.png Industrial Wasteland d_failing_infrastructure
  • 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.
File:Deep sinkhole.png Collapsed Burrows d_collapsed_burrows   1 Pop   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.
82px Abandoned Strip Mine d_strip_mine   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.
File:Sprawling slums.png Unsupervised Settlement d_unsupervised_settlement   1 Pop   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.
82px Silent Ruins d_assimilators_ruinsNot sure... 24px Organic Landfills Planetary Feature   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.
82px Former Organic City d_irradiated_ruinsNot sure... 24px Metal Boneyards Planetary Feature   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.
82px Battlefield Remains d_exterminators_ruinsNot sure... 24px Organic Landfills Planetary Feature   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.
82px Settled Ruins d_tomb_world_ruins   1 Pop   Post-Apocalyptic homeworlds A scattered population of scavengers are eking out a desperate existence in the ruins of this once major city.
82px Radiation Zone d_tomb_world_wasteland   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.
82px Great Pacific Algae Tract d_great_pacific_garbage_patch 24px Pacific Algae Tracts Planetary Feature Earth A swirling miasma of plastic refuse covers a good portion of Earth's largest ocean.
  1. List obtained from common/deposits/01_planetary_deposits.txt file.