Habitability[edit | edit source]
Habitability is the measure of how comfortably a species can live on a planet. Most species have a climate preference for one of the primary habitable planet types, although more exotic preferences are possible. A planet's habitability (and Terraforming cost) is determined by its climate. The 9 regular habitable world types are divided into 3 climate categories: dry, frozen and wet. Ring World, Gaia World, and Ecumenopolis worlds have maximum habitability for all species while Tomb Worlds, Machine Worlds, and Hive Worlds (without the Hive-Minded species trait) are normally uninhabitable by biological species.
|Gaia World, Ecumenopolis, and Ring World||100%|
|Climate category match||60%|
|Tomb World, Machine World, and Hive World||0%|
- Every 1% reduction of Habitability below 100% increases the Pop Upkeep and Amenity Usage by 1% and reduces their job output and species growth by 0.5%. It floors at 0% Habitability, giving +100% Pop Upkeep and Amenity Usage, and -50% Job Output and Pop Growth.
- Homeworlds have +30% Habitability for the species originating from them.
- Robot pops have 200% Habitability for each planet type, but empires that aren't Machine Intelligences require the Droids technology to build Colony Ships using robots.
- Low Habitability can trigger events.
Visual cues[edit | edit source]
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. Planets with the Terraforming Candidate modifier don't create planet icons unless they're being Terraformed.
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.
Habitability strategies[edit | edit source]
Genetic Modification[edit | edit source]
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).
Xenos[edit | edit source]
With all the possible habitability types, there are bound to be some aliens that can live comfortably on planets which are unsuitable to your 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.
Xeno pops can be added to an Empire to use as colonists via Conquest and Migration Treaties. If a species has migration access to your empire you can use them in colony ships even if you don't yet have any pops of that species.
Uplifting, Enlightening, or Infiltrating a pre-sapient or pre-FTL species is another way to acquire xeno pops. With the first, it's possible to get a rare Habitability trait like Tomb World Preference. Very rare species native to Tomb Worlds are extremely adaptive and can thrive on any planet - they have 60% habitability on every normal planet class. The usual way to obtain pops of these species is finding them as upliftable pre-sapients on Tomb Worlds and uplifting. The Horizon Signal event chain can also create a subspecies of your main species with this trait. Alternatively, pops of your main species on Tomb Worlds may Self-Modify via the A New Species event and develop into their own species native to Tomb Worlds.
|Available only with the MegaCorp DLC enabled.|
Improving habitability[edit | edit source]
Aside from the aforementioned methods, there are also various other methods for improving Habitability:
|+5%||Bioadaptability (from the Orbital Speed Demon event)|
|+10%||Starborn (pre-sapient trait)|
|+20%||Clone Soldier Ascendant (from the Clone Army origin)|
|+30%||Robust (from the Evolutionary Mastery ascension perk)|
|+10%||Adaptability tradition Environmental Diversification / Dynamic Ecomorphism|
Colony ships[edit | edit source]
Colony Ships cost a base amount of resources and take a year to build. While ordering its construction, you have to choose which species (including robots) will board the colony ship. Species require the Colonization Allowed species rights to be selected for Colony Ships.
To colonize a planet, select the colony ship, right click on the planet you want to settle, and choose Colonize Planet.
Private colony ships[edit | edit source]
Meteorite colony ships[edit | edit source]
|Available only with the Lithoids DLC enabled.|
Lithoid 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.
Colony development[edit | edit source]
When a Colony Ship lands on a planet it will be converted into a Tier 1 capital building, which 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 single Pop will appear and take a Colonist job. You can then begin to develop the planet by constructing Districts and Buildings, clearing Tile Blockers, and resettling Pops.
References[edit | edit source]