Planetary features
Planetary features represent notable areas found on natural planets. They determine the number of Districts the planet can support and some features exclusively obtained by events can provide various bonuses to planets. If a planet is terraformed into an Ecumenopolis,
Hive World or
Machine World, it loses all of its planetary features, including event features. Hive Worlds and Machine Worlds do not lose the deposit features that determine the max number of Strategic Resource buildings.
Features[edit | edit source]
Deposit features[edit | edit source]
These planetary features are generated on each natural planet and determine the number of resource districts the planet can support. They are rerolled if the planet is terraformed but are likely to change into planetary features with the same effects that fit the new planet class. Each planet will have between 4 and 15 deposit features depending on planet size.
Dry planets are 50% more likely to have planetary features that increase the limit for Generator Districts, wet planets are 50% more likely to have planetary features that increase the limit for Agriculture Districts and cold planets are 50% more likely to have planetary features that increase the limit for Mining Districts.
Districts | +1 | +2 | +3 |
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Building features[edit | edit source]
These rare planetary features unlock the ability to build certain buildings.
Strategic resource deposits[edit | edit source]
Strategic resource deposits increase the maximum number of Mining Districts by +3 and if the required extraction technology is researched, they will add additional strategic resource output to
Miner jobs. Each planet can only have one strategic resource deposit for each resource and they cannot appear on homeworlds, with exception for certain origins. They are 50% more likely to appear on their favored planet class and 100% more likely to appear on
Gaia Worlds.
Anomaly features[edit | edit source]
These planetary features can be added by anomalies found on habitable planets.
Decision features[edit | edit source]
These planetary features can be added by certain decisions on owned planets.
Relic world features[edit | edit source]
These planetary features can only be found on relic worlds and are usually blocked by relic world blockers.
Event features[edit | edit source]
These planetary features do not naturally generate on planets. They can be created exclusively by certain events and controllable factors.
Feature | Effects | Source | DLC | |
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Ancient Bombardment Craters This world was subjected to intense orbital bombardment long ago. Parts of the surface are still pockmarked with impact craters.
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What Happened Here (20% chance) |
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Ancient Battlefield 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.
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What Happened Here (20% chance) |
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Irradiated Ruins Remnants from a massive nuclear war waged by the two global superpowers that once inhabited this world.
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What Happened Here (20% chance) |
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Cave Shroom Veins Ridding the caverns of fungus revealed rich mineral veins.
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Feral Overload event chain (Exterminate the Cave Mushrooms special project) |
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Spore Vents Shroom spores can be refined for industrial use.
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Feral Overload event chain (Utilize the Cave Mushrooms special project) |
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Subterranean Contact Zone An area where Subterranean dwellers and Surfacers can work together towards peace and prosperity.
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Subterranean Civilization event chain (Establish Communications special project) |
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Subterranean Farming Caverns A network of vast caverns which contain numerous fungal farms, hunting areas, and lakes teeming with edible flora and fauna.
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Subterranean Civilization event chain (Preemptive Strike special project) |
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Subterranean Generator Areas Subterranean rivers and the geothermal energy from the molten core of the planet offer vast potential for energy generation.
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Subterranean Civilization event chain (Preemptive Strike special project) |
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Subterranean Mining Sites Underground tunnels lead to a variety of mineral-rich ore veins inaccessible from the surface.
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Subterranean Civilization event chain (Preemptive Strike special project) |
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Juvenile Nemma A young Nemma which we have bred and is now large enough to be capable of carrying some of our industry.
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Unsteady Ground event chain | ||
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Nemma Mining Operation The careful balance of drugs and pain inhibitors allows us to drill into the Nemmas while still residing on them.
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Unsteady Ground event chain (Start the Nemma Mining Operation special project) |
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Migrating Forests The mobile forests of this world frequently migrate en masse to new regions, disrupting efforts at building roads, power lines and other infrastructure.
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Migrating Forests event chain | ||
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Migrating Forests Reserve This 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 centers.
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Migrating Forests event chain (Study Migrating Forests special project) |
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Lotus Corrie An improbable geological feature has emerged. Strange and reflective crystal deposits line its curved walls.
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Impossible Corrie event chain | |
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Blue Lotus Prototype This highly experimental facility seeks to transmute everyday silicates into useful alloys.
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Impossible Corrie event chain | |
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Blue Lotus Crater Site of an accidental, runaway transmutation of rock and other matter into a single, precious alloy.
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Impossible Corrie event chain | ||
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Blue Lotus Facility An industrial-scale facility which transmutes everyday silicates into useful alloys.
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Impossible Corrie event chain (Blue Lotus Facility special project) |
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Blue Lotus Ruin Ruined site of a once-promising, experimental facility for transmuting rock and other matter into alloys. Nothing now remains, save this minor seam.
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Impossible Corrie event chain (Blue Lotus Facility special project) |
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Alien Safari A sanctuary built for alien fauna where tourists can interact with extraordinary species.
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Rapid Desertification event chain | ||
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Red Desert Vast deserts stained red by the bloody sacrificed made here.
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Rapid Desertification event chain | ||
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Invasive Fauna An invasive species of alien mammals.
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Rapid Desertification event chain | ||
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Destroyed Vault All that remains of the vault is a crater filled with machinery and debris. Although most of it is now useless, it provides easy access to recyclable materials.
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Hidden Vault event chain | ||
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Manufactorium Scrapyard Specialized salvaging yards are dismantling the old machinery and turning the scraps into useful materials.
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Hidden Vault event chain | |
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Operational Manufactorium An alien Manufactorium, fully operational and producing precious resources for the empire.
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Hidden Vault event chain | ||
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Stasis Prison Inside this planet's moon, an abandoned prison complex is connected to a network of highly advanced stasis pods. Prisoners frozen within are unable to escape.
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Stasis Prison event chain | ||
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Structured Integration Freeing the stasis prisoners all at once would have been a mistake. By examining them on a case by case basis, we can better ensure that each individual can fully integrate into our society.
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Stasis Prison event chain | ||
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Meals in Pods Those frozen in stasis make for excellent pre-packed meals.
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Stasis Prison event chain | |
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Crystallized Ice Field These icy blue crystals were once the hearts of primordial glaciers.
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Glacial Crisis event chain | ||
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Rich Seabed The seabed is littered with high-quality minerals.
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Glacial Crisis event chain | ||
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Astrogarbage Unit By reducing the amount of orbital debris, this world hopes to maintain its spacefaring capabilities.
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Junkyard Orbit event chain | ||
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Mutant Landfill A putrid mass of dead mutated horrors. Their volatile organic matter has twisted together to form a structure of sorts.
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Abandoned Terraforming Equipment event chain | ||
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Titanic Lifeforms Numerous Titanic aliens make this area their home, it would be wise to avoid it.
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Titanic Life event chain | ||
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Metallic Puddles Rare meteorology allows Puddle Technicians to harvest food and alloys simultaneously.
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Metallic Puddles event chain | ||
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Party Fever Something about this planet induces feelings of exhilaration and the irresistible urge to dance, as well as certain aphrodisiac urges. This has made the world a prime destination for partygoers young and old who seek to shed their inhibitions and experience the thrill of the planet's perpetual dancing festivals with abandon.
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Dancing Plague event chain | ||
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Portal Research Area A secure complex has been built around the Dimensional Portal to house research staff dedicated to probing its mysteries.
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The Doorway event chain | ||
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Underground Vault 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.
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Underground Vault event chain | ||
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Loop-Plowed Farm The food crops lean into the wind, somehow.
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Horizon Signal event chain | |
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Spiral-Hewn Mine Narrow shafts twist around spiraling mineral veins.
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Horizon Signal event chain | |
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Fungal Study Zone The 'spying' mushrooms found here are an endless source of cryptic insights into their strange biology, and how they connect to one another.
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No One Listens | |
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Impact Crater A crater from a large meteor impact. Minerals from the meteor itself can still be found at the site.
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Space Bounty | |
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Nanite Swarm Remains A fine powder of all that remains of the massive nanite swarm that evolved on - and once covered, Parvus III
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On the Origin of Nanites (Destroy the Swarm special project) |
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Odd Factory A well-crafted facility that produces high value resources, left on the planet by a different civilization.
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An Odd Factor | |
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Ancient Particle Accelerator 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.
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Ruined Particle Accelerator | ||
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Living Snow Reserve A reservation where the Living Snow can live in peace and explore its new state of being. And where, in turn, we can observe the unique chemical reactions it is able to produce.
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Unusual Snow situation (Observe it Peacefully approach) |
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Space-Time Anomaly A remarkably stable space-time anomaly left behind by an extradimensional species which conducted research on the planet. The scientific implications of its existence are, apparently, quite profound.
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The Mysterious Labyrinth situation (Explore its Interior / Monitor it from Afar approach) |
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Archaeological Site This area contains ancient archaeological finds that are being excavated.
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Minor Artifacts Deposit Archaeological sites on this planet have already been extensively researched, but many objects of lesser value yet remain to be studied here.
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Myrmeku Power Farms These tiny insects generate power for us to harness.
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Myrmeku Activity event chain | ||
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Shrouded Crater Part of this planet has been devoured by a shroud entity. The remaining crater is home to swirling purple mists, and people tend to disappear in the vicinity.
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Eater of Worlds feeding (30% chance) |
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Machine Interface Center A specialized center where malfunctioning drones are paired with biological assistants.
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Cryonic Clones Monument 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.
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Clones in Cryostasis | ![]() |
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Processing Pens 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.
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Wild Eukaryotes | ![]() |
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Numa's Breath This stable vent reaching into the planet's crust was created by The Numistic Order.
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Mutation Vats In a painful ceremonial procedure members of this post-nuclear exchange society on this planet would expose themselves to near-lethal doses of chemical mutagens, in the hopes of revealing their 'true selves'. The skeletal remains found at the bottom of many of these vats suggest not all supplicants survived the ordeal.
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Mutant Fossils archaeological site outcome | ![]() | |
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Sentinels The Sentinels guard this land; it may not be disturbed. The Sentinels counts as Defense Armies, and will come to the planet's aid if there's an invasion.
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The Sentinels archaeological site outcome | ![]() | |
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Sentinels Metal The broken remains of nine monumental automatons made from an unusual metal alloy offer an ample supply of Living Metal.
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Defeating The Sentinels | ![]() |
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Federation Monument This spaceborne monument stands witness to the unity, strength and splendor of the interstellar federation that constructed it.
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Hegemony joint operation | ![]() |
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Feeding Dragon The mighty Sky Dragon has landed, and is proceeding to devour its way through a startling amount of food.
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Sky Dragon feeding | ![]() | |
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Crashed Cargo Ship The cargo ship destroyed a housing district, but opened up an unexpected mineral vein.
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The Bickering Commanders event chain | ![]() | |
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Crystalline Remains The broken remains of the crystalline entity that dwelled under the crust of this world. Its many tentacles all turned into rich mineral veins.
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Unexpected Mineral Seams event chain | ![]() | |
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Shattered Crystalline Remains The broken remains of the crystalline entity that dwelled under the crust of this world. Its many tentacles all turned into rich mineral veins.
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Unexpected Mineral Seams event chain | ![]() |
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Freeport An area dedicated to intergalactic trade with pre-FTL countries.
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Observation event | ![]() |
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Remote Holdings We have acquired possessions, and are managing them remotely.
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Observation event | ![]() |
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Arcane Device This ancient machine is nestled deep within government vaults on our planet. A relic of the ingenuity of our beloved ruler, its matter replication technology remains incomprehensible to us.
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Genesis Monument This monument is a tribute to the tireless efforts in this planet's uplifting process. It proudly stands as a symbol of hope, perseverance, and remarkable achievement.
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Genesis Uplift Complete | ![]() | |
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Treasure Vault A secure repository where valuables can be organized, restored, and preserved.
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Ancient Cloaking Array This colony benefits from the presence of an ancient alien cloaking array. It will not be easy for enemies to attack. The colonists can feel safe here.
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Command Chamber | ![]() | |
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Bogplants Super acidic bogs are home to a unique species of flora that secretes exotic gas as it feeds.
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Digestive Marsh | ![]() | |
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Geothermal Hotspot This planet has an exceptional geothermal site that provides both energy and research opportunities.
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Liquid Dark Matter A strange geyser has collapsed into a pool of liquid dark matter.
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Psionic Sands The sands on this planet have high concentrations of Zro present throughout. It is possible to communicate with them.
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Space Junk Hazards Orbiting space debris poses dangers for shuttle access and surface structures when falling into the planet's atmosphere.
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Orbital Debris | ![]() | |
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Zro Discovered Zro dust radiates a powerful psionic presence.
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Psionic Sand | ![]() |
Terraforming features[edit | edit source]
These planetary features can only appear following choices made during terraforming events.
Homeworld features[edit | edit source]
These features can be found on empire homeworlds:
Earth features[edit | edit source]
Earth has a set of custom planetary features when selected as the empire homeworld, detailing its history before the events of Stellaris.
Toxic God features[edit | edit source]
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Available only with the Toxoids DLC enabled. |
Empires with the Knights of the Toxic God origin start with an extra set of planetary features. Initially they all reduce
Max Districts by −1. Based on choices made during the Quest for the Toxic God situation, they can be replaced with beneficial planetary features.
Unique features[edit | edit source]
These features can only be found on certain worlds in the galaxy.
Feature | Effects | Sources | DLC | |
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Arcane Replicator This ancient machine is nestled deep within the habitat's interior, built into its main reactor from where it also draws its power. A relic of whomever originally built this habitat, its matter replication technology is utterly incomprehensible to us.
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Ancient Sunken City The cities of the Polarians once covered the frozen ocean before their icy foundations melted away.
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Celestial Orrery Supercomputer The supercomputer that has kept Celestial Orrery from gravitational collapse.
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Valley of Zanaam 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.
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Promenade This enormous, multi-level hub serves as the station's central shopping area, with easy connections to commercial outlets, nutrition courts, and spas.
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Organic Slurry An ocean of organic slurry, the processed remains of the former biomass of a planet.
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Irradiated Valley The solar flare has washed this isolated valley with heavy radiation.
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Junk Canals These narrow canals snake around the junk piles, and some adjacent soil is surprisingly fertile.
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Junk Hollows These hollows deep beneath the surface junk would serve well as isolated reactor chambers.
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Junk Wastes The wastes stretch as far as one can see, with occasional pieces of larger junk jutting up out of the ground.
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Order's X-Calibrator The Order's most revered relic, sustaining the entire Keep.
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Atmospheric Infuser These ventilation units combine the latest advances in aromatherapy with advanced chemistry to mask the malodorous stench of despair and replace it with a variety of invigorating and delightful scents.
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Technological Cache The interior of the former MSI warship provides us with an unmatched opportunity to unlock the secrets of their technology.
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Aggressive Flora Aggressive flora has overgrown this land, hunting for prey. Security-oriented personnel are issued to keep the overgrowth in check.
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Aggressive Wildlife Aggressive wildlife scours the land on the hunt for prey. Settlements need increased protection to curtail this threat.
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Crashed Ships Old ships litter the planet, inhibiting the potential mining operations in the area. Though, they provide an easily accessible source of alloys.
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Fallen Shipyard An old orbital shipyard smashed onto the planet. It contains a lot of valuable resources that could be extracted and studied.
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Volcanic Activity Active volcanoes melt underground mineral deposits, allowing for far easier resource acquisition.
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Ancient Facilities These ancient facilities contain research data on pulsars, shielding technology, and extracting energy from the most dangerous suns.
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Scarred Land Scarred lands and burnt-out wastelands are impossible to use outside of harnessing the potential power from the constant pulsar flares.
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Hidden Black Needle Base A covert base used by the Black Needle pirates to conduct various illicit operations and hide stolen goods.
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Hive Mind Dwelling An isolated settlement occupied by the Smeegibb collective, former crewmates of Captain Ness.
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Transformation features[edit | edit source]
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Available only with the The Machine Age DLC enabled. |
These features can only be obtained during the Transformation situation. They come in 3 levels of quality depending on how much the empire invested in each research event during the situation. When the empire chooses its ascension tradition path in stage IV, the related feature has its output tripled.
Cosmic storm features[edit | edit source]
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Available only with the Cosmic Storms DLC enabled. |
After a cosmic storm every habitable planet affected by the storm has a 6.6% chance to gain a special planetary features. Each planetary feature can only appear once per empire.
Blockers[edit | edit source]
Blockers are obstacles that reduce Max Districts, and may block some planetary features from being exploited. They can be cleared by spending resources and time and some of them may have rewards when cleared. Clearing can be done while the planet is being colonized or after the colony is completed.
Blockers have a yellow border if they can be removed, and a
red border if they cannot be removed due to missing technology or other requirements.
If a natural planet is terraformed into a planet class other than Ecumenopolis, all of its blockers are cleared and rewards are given. If it was terraformed into
Hive World or
Machine World, the planetary feature it unblocks will be lost.
Natural blockers[edit | edit source]
These blockers can be found on habitable planets. Most of them require a certain New Worlds technology to be cleared.
Ranger jobs will produce additional resources for each natural blocker.
Relic world blockers[edit | edit source]
There are a number of blockers that can be exclusively found on relic worlds. They are expensive but rewarding to remove.
Homeworld blockers[edit | edit source]
Each empire homeworld starts with at least three blockers that don't require technology to be removed. They reward either a pop or a planetary feature when cleared. The blocker types can vary based on government and origin.
Blocker | Source | Cost | Time | Rewards | |
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Sprawling Slums This region is covered by vast shanty towns and slums filled with the poor and the outcast. It contributes nothing to society.
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Collapsed Burrows This site once housed extensive underground tunnel systems inhabited by the Hive, but was abandoned due to overexploitation of local resources and wildlife.
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Unsupervised Settlement 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.
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Abandoned Strip Mine 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.
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Battlefield Remnants 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.
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Settled Ruins A scattered population of scavengers are eking out a desperate existence in the ruins of this once major city.
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Lithoid Monoliths Incredibly rich outcroppings of minerals that seem to be comprised of petrified lithoids.
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If this planet is not empire homeworld, instead it costs | |
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Buried Lithoids These lithoids were driven deep into the ground when they fell from orbit.
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Industrial Wasteland This region is covered by ruined industrial complexes and toxic soil; detritus from a past age of progress.
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Radiation Zone 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.
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Great Pacific Garbage Patch A swirling miasma of plastic refuse covers a good portion of Earth's largest ocean.
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Forgotten Civilization The ruins of a forgotten civilization that lived here before us.
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Long-Abandoned City The crumbling remains of what must once have been a major population center on the planet. No traces of its past inhabitants remain.
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Former Organic City 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.
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Silent Ruins 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.
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Decrepit Tunnels These ancient and decrepit tunnels have never been fully explored or cleared.
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Ancient Rubble Broken down machinery and other debris obstructs workers from utilizing the entire segment.
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Ship Debris The debris from the crashed slaver ship covers a massive area, blocking development of the planet.
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Abandoned Cities These cities stand abandoned due to the effects of the genetic disease, a grim reminder of our shrinking population.
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Biological Ship Remains The decaying remains of the last biological fleet to test our defenses. The stench of rot carries for kilometers.
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Invasion Site The scarred and blasted remnants of our dwellings and infrastructure, destroyed by a nameless enemy.
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Scorched Plains This region once teemed with life, until it was devastated by the blast of a stellar superflare.
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Event blockers[edit | edit source]
These blockers can be created by certain events. These blockers do not block any planetary feature or require any technology to be cleared but still decrease the max districts.
Blocker | Source | Cost | Time | |
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Growing Floodplains Large areas of this world are flooded due to rapidly rising sea levels.
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Glacial Crisis event chain | ![]() |
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Spreading Landfill Endless hills of trash, rapidly sprawling out of their designated zones
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Junkyard Orbit event chain | ![]() |
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Subterranean Entrance A large hole in the ground that leads into the extensive cave network stretching beneath the surface of this world.
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Subterranean Civilization event chain | ![]() |
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Impact Crater Something collided with the surface of this world at some point, creating this massive impact crater.
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Asteroid Sighted event | ![]() |
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Radioactive Ruins An ancient civilization was wiped out here by a powerful gamma-ray burst long ago. These ruins are all that remains.
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Radioactive Planet anomaly | ![]() |
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Terraforming Residue The results of a partially successful terraforming process have created areas of strange biological abominations.
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Terraforming Complications event | ![]() |
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Fungoid Extermination Residue This toxic goo is all that remains of the exterminated Fungoids.
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Shattered Ring World blockers[edit | edit source]
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Available only with the Federations DLC enabled. |
Shattered Ring Worlds that are not a homeworld (the ones created by the Guaranteed Habitable Worlds setting) will have a number of additional blockers that impair the functionality of the segment.
Detox blockers[edit | edit source]
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Available only with the Toxoids DLC enabled. |
Toxic Worlds that have been terraformed will have one of each of the following blockers. They give more penalties to the colony than regular blockers and take a year to remove.
Wilderness blockers[edit | edit source]
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Available only with the BioGenesis DLC enabled. |
Wilderness blockers appear when a planet owned by an empire with the Wilderness origin is conquered by an empire that doesn't have the origin. They come in two levels depending on how many of each district the planet had. Wilderness blockers take 4 months to remove.
Other blockers[edit | edit source]
These blockers do not block any planetary feature or require any technology to be cleared but still decrease the max districts and may have other negative effects.
References[edit | edit source]
Exploration | Exploration • FTL • Unique systems • L-Cluster • Pre-FTL species • Fallen empire • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Planetary features • Planet modifiers |
Discovery | Discovery • Anomaly • Archaeological site • Astral rift • Relics • Collection |
Species | Species • Pop modification • Biological traits • Machine traits • Population • Species rights • Ethics |
Leaders | Leader • Common leader traits • Commander traits • Official traits • Scientist traits • Paragons |
Governance | Empire • Origin • Government • Civics • Council • Agendas • Policies • Edicts • Factions • Traditions • Ascension perks • Situations |
Economy | Resources • Planetary management • Districts • Jobs • Designation • Trade • Megastructures |
Buildings | Planet capital • Common buildings • Unique buildings • Holdings |
Ships | Ship • Ship designer • Core components • Weapon components • Utility components • Mutations • Offensive mutations |
Technology | Technology • Physics research • Society research • Engineering research |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Crisis |
Others | Events • The Shroud • Preset empires • AI players • Stat modifiers • Console commands • Easter eggs |