Events

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Version

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This article is considered accurate for the current version (2.5) of the game.

Events occur throughout the course of play. There are a whole range of events in the game, which can result in positive, negative and mixed outcomes for a player's empire. They take the form of a pop-up notification on the player's screen, which may present a player with a choice, or may simply inform the player of the consequences and require they acknowledge the event has occurred.

Event pages[edit]

The following is a list of all events files as found in the /Stellaris/events/ folder.

  • Apocalypse events
  • Marauder events
  • Planet destruction events
  • Caravaneer events
  • Mega megastructures events
  • Megacorp events

Special projects[edit]

Special projects are quest-like events. They are usually spawned by anomalies, but can also be triggered by certain events. Most projects requires sending a science ship with a skilled scientist in order to begin analysis.

The following is a list of all special projects files as found in the /Stellaris/common/special_projects/ folder.

Technical event pages[edit]

The following is a list of all events files found in the /Stellaris/events/ folder that are not meant to be seen by the player in-game and define some game functionality.

  • Achievement events (triggers for some of the achievements)
  • Advisor events (tutorials)
  • Anomaly events AI (gives the AI resources instead of event chains when investigating anomalies)
  • Crisis trigger events (defines the crisis triggers)
  • Pretender events (creates a new ruler for imperial authorities if the current one dies without an heir)
  • Game start has a large number of effects that trigger before the first loading screen ends:
    • Adds the United Nations of Earth preset empire if Commonwealth of Man is present
    • Starts the countdown for the Nomad fleet to appear
    • Gives benefits to advanced empires
    • Spawns the initial fleets and stations
    • Creates wormholes
    • Adds civic-granted technologies
    • Creates the Shroud
    • Determines what kind of awakening will the Ancient Caretakers have if the Contingency activates
    • Makes Marauders neutral towards Enclaves

References[edit]

Game concepts