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Celestial body

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{{version|2.23}}[[File:Trinary star system.png|thumb|320px|A trinary star system]]{{Celestialbodynav}}
A '''celestial body''' is a star, planet, moon or asteroid present in a star system. Celestial bodies may have [[resources]] which can be harvested by [[Construction#Mining stations|orbital stations]]. Each start system can have between 2 and 15 celestial bodies.
When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed along with their world type. To see further details about the celestial bodies in a system, it is necessary to survey them with a science ship. This will reveal all of the orbital resources associated with each planet or asteroid. For habitable worlds this will also reveal more detailed world information including: size, surface tiles and their resourcesavailable districts, [[Planetary features#Blockers|blockers]] (if any), special features, and the habitability percentage for each species in the player's empire. Additionally, surveying worlds has a chance to reveal [[anomalies]].
== Summary of celestial body types Classification =={{SVersion|2.23}}
=== Habitable worlds ===
{{hatnote|For the various specialized colony types, see [[Planetary_management#Designation|Planetary management § Designation]].}}
A habitable world is any celestial body that can harbor advanced organic life. These are the only worlds that can be [[colonization|colonized]] and [[Terraforming|terraformed]], besides some notable exceptions. Their suitability ranges in accordance to a given [[species]]' homeworld, which affects the rate of [[population]] growth.
A planet's habitability (and subsequent future terraforming costs) is determined by its climate system. The 9 nine habitable worlds are divided equally into 3 three climate categories: dry, frozen and wet.
{| class="mildtable sortable" width=100%
|- id="Gaia"
| [[File:Planet gaia.png|40px]] || Gaia
| [[File:ap world shaper.png|30px]] World Shaper ascension perk<br> [[File:Decision resort colony.png|30px]] Nu-Baol Life-Seeding decision<br>Cannot be terraformed again| {{icon|habitability}} {{green|100%}} Habitability<br>{{icon|happiness}} {{green|+510%}} Biological Pop Happiness<br>{{icon|pop resource output}} {{green|+10%}} Resources from Jobs
| The number of pre-generated Gaia worlds is limited.
* The home systems of three of the Fallen Empires contain Gaia worlds.
|- id="Tomb"
| [[File:Planet nuked.png|40px]] || Tomb
| {{iconify|Armageddon bombardment|30px}}<br>{{iconify|Javorian Pox|30px}} bombardment
| {{icon|habitability}} {{red|0%}} Habitability
| Tomb Worlds are habitable but feature the poorest base habitability and very few Planetary Features. Also, a species ''cannot'' be gene-modified to suit a Tomb World.
* Empires with the {{iconify|Determined Exterminator}} civic start on a Tomb World as well.
* Colonizing a Tomb World will displease the [[file:Faction icons traditionalists.png|24px]] Traditionalist faction, unless the empire has the {{iconify|Post-Apocalyptic}} civic.
|- id="Ecumenopolis"
| [[File:Planet city.png|40px]] || Ecumenopolis
| [[File:Decision arcology project.png|30px]] Arcology Project decision<br>[[File:Decision arcology project.png|30px]] Restore Ecumenopolis decision<br>Cannot be terraformed again
| {{Plainlist|
* {{icon|habitability}} {{green|100%}} Habitability
* {{icon|pop resource output}} {{green|+20%}} Resources from Jobs
* {{icon|pop growth speed}} {{green|+50%}} Pop Growth speed
}}
|
* The only pre-existing ecumenopolis is the homeworld of the Keepers of Knowledge Fallen Empire
* All normal planetary features are removed. Planetary Prospecting decision disabled.
* These city planets have their own set of districts that focus on providing massive amounts of {{iconify|Housing}} and refining basic resources.
* The city lights of an Ecumenopolis World are determined by the ship appearance of the terraforming empire.
* Empires that are {{iconify|Gestalt Consciousness}}es or have the {{iconify|Agrarian Idyll}} civic cannot take the ascension perk but can still use conquered Ecumenopolis Worlds.
* Requires the {{iconify|Megacorp}} DLC.
|- id="Relic"
| [[File:Planet nuked.png|40px]] || Relic
| {{icon|no|30px}}
| {{icon|habitability}} {{green|80%}} Habitability
| Relic Worlds can be found in the First League precursors home system or in various systems added in the {{iconify|Ancient Relics}} DLC.
* Relic Worlds contain unique Planetary Features that grant bonuses to {{iconify|Research}} output. However most of the surface is covered by Blockers that are expensive to remove.
* Relic Worlds have the aforementioned [[File:Decision arcology project.png|24px]] Restore Ecumenopolis decision available. It terraforms the planet into an Ecumenopolis but loses its Planetary Features. If an Archeological site was present and not fully excavated it will be lost.
|- id="Hive"
| [[File:Planet infested.png|40px]] || Hive
* Cannot support Agriculture Districts.
* The following planetary modifiers will also be removed: Atmospheric Aphrodisiac, Atmospheric Hallucinogen, Bleak, Hazardous Weather, Hostile Fauna, Irradiated, Lush, Natural Beauty, and Wild Storms.
|- id="Ecumenopolis"
| [[File:Planet city.png|40px]] || Ecumenopolis
| [[File:ap arcology project.png|30px]] Arcology Project ascension perk
| {{icon|habitability}} {{green|100%}} Habitability
| Ecomenopolis Worlds can be found in the home systems of the Keepers of Knowledge or First League precursors.
* All normal planetary features are removed. Planetary Prospecting decision disabled.
* These city planets have their own set of districts that focus on providing massive amounts of {{iconify|Housing}} and refining basic resources.
* The city lights of an Ecumenopolis World are determined by the ship appearance of the terraforming empire.
* Empires that are {{iconify|Gestalt Consciousness}}es or have the {{iconify|Agrarian Idyll}} civic cannot take the ascension perk but can still use conquered Ecumenopolis Worlds.
|}
* {{iconify|Volatile Motes}}?
| ''A large asteroid covered in some kind of crystalline outcroppings.''
----
* May contain [[Spaceborne aliens|Asteroid Hives]]
|- id="Barren"
| [[File:Planet barren.png|link=Barren|40px]] || Barren World
|- id="Broken"
| width=2% | [[File:Planet barren.png|link=Broken|40px]] || Broken
| Rare planets that are as useless as they are broken. Often spawn in Black Hole systems.
| ''World devastated by some cataclysmic event. Whatever properties it may once have had are no longer discernible.''
|- id="Cracked"
=== Habitable Megastructures ===
Habitable Megastructures are entirely artificial and . They feature 100% the same {{iconify|habitability}} for every species , have unique Districts and have no colonization cost as long as they are within borders.
{| class="mildtable" width=100%
! Type
! Size
! Notes
! width=3445% | Description
|- id="Habitat"
| [[File:Planet habitat.png|link=Habitat|40px]] Habitat
| 6 without [[File:ap master builders.png|21px]] Master Builders<br>8 with [[File:ap master builders.png|21px]] Master Builders
|
* Requires the Habitat technology* Has 3 types of [[File:ap voidborn.pngPlanetary_management#Habitat_districts|21pxDistricts]] Voidborn ascension perk* Uses , with a fourth one being available if build over a unique set of Districts that provides more specialized jobs but cannot produce {{icon|food}}{{icon|minerals}}{{icon|energy credits}} basic resources* {{icon|gestalt consciousness}}Uses planet with a unique set of Districts that provides research and tech-drone jobs but cannot produce {{icon|food}} food and {{icon|minerals}} minerals.resource deposit
| ''An artificial deep-space arcology offering planet-like, if decidedly urban, living conditions. Hydroponics and advanced filtering technologies make it near-self-sustaining, and station-borne facilities can mine the station's host planet for raw materials.''
|- id="Ring World"
| [[File:Planet ringworld.png|link=Ring World|40px]] Ring World
| 505
|
* Ringworlds cannot Ring World districts, called [[Planetary_management#Ring_World_districts|segments]], typically have Mining Districts{{green|+20}} free {{iconify|Housing}}
* Intact Ring Worlds are found only in the the Sanctuary system and the Ancient Caretakers home system.
* Can be repaired from broken segments with the {{iconify|Mega-Engineering|21px}} technology
----
* {{icon|sublight speed}} {{red|+50%}} Sublight Speed Reduction
|}
 
== Habitability ==
{{SVersion|2.2}}
Habitability is the measure of how well a species can live on a planet. Every species has a climate preference for one of the primary habitable world types. A planet's habitability (and terraforming cost) is determined by its climate. The 9 habitable worlds are divided into 3 climate categories: dry, frozen and wet. Gaia worlds and Megastructures have maximum habitability for all species while Tomb Worlds and Machine Worlds are normally uninhabitable by biological species.
{| class="wikitable"
|-
! Tier
! Base
|-
|'''Gaia, Megastructures and Ecumenopolis'''
| 100%
|-
|'''Exact Match'''
| 80%
|-
|'''Climate Match'''
| 60%
|-
|'''Climate Mismatch'''
| 20%
|-
|'''Tomb World and Machine World'''
| 0%
|}
Worlds of any type may have features which either increase or decrease their habitability. If present, these features will be identified when the world is surveyed by a science ship.
 
=== Habitability Effects ===
* Every 1% of Habitability under 100% increases the Pop Upkeep and Amenity Usage by {{red|1%}} and their resource output and happiness by {{red|0.25%}}. It caps at 0% Habitability, giving {{red|+100%}} Pop Upkeep and Amenity Usage.
* Homeworlds have a +30% habitability for the species originating on them.
* Low Habitability can also trigger events.
 
=== Habitability strategy ===
 
====Terraforming====
 
[[Terraforming]] allows the change of the Climate class to be one more suitable for the intended Colonists. However, the process is very costly, requires decades of time and requires special technology if it is not only from a secondary to the primary habitability. This step can now be done retroactively on an already colonised planet, once the relevant tech has been researched. However, during Terraforming, Pops will suffer {{red|−20%}} to their {{iconify|happiness}}.
 
====Subspecies====
 
Using [[genetic modification]], one can create a [[Game Terms|subspecies]] of the empires 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).
 
Changing a habitability trait now cost the equivalent of adding a trait worth 3 trait-points. The relevant tech must also be researched before the habitability trait can be changed.
 
====Xenos====
 
With all the possible habitability types, there are bound to be some aliens that can live comfortably on planets which are unsuitable to the 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.
 
Both via Conquest and Migration Treaties, one can add xeno pops to the Empire to use as colonists. If the empire is Xenophobe, the rights limitations for xenos will make the pops also considerably less happy. The migration approach requires a "first-in" colonist.
 
Genetic Uplifting, Enlightenment and Infiltration can be used to acquire a xeno species as well. With the first one, it might even be possible to get a rare Habitability like {{iconify|Tomb}} Worlds. Very rare species native to Tomb Worlds are extremely adaptive and can thrive on any kind of planet (every normal class is secondary). The usual way of obtaining these species as subjects is finding them as upliftable semi-sentients on Tomb Worlds and uplifting. The event chain Horizon Signal can also create a subspecies of your main species with this trait. Alternatively, pops of your main species on Tomb Worlds may mutate and develop into their own species native to Tomb Worlds.
 
====Robots====
All robots, including the primary species of {{iconify|Machine Intelligence}} empires, have 100% Habitability on every kind of inhabitable world. However, only drones and synthetics can actually be colonists. Synthetics are good to superior in all tasks, but also increase the Unity costs. Robot pops furthermore have a massive draw towards Materialist ethics, both for themselves and other pops on the planet.
 
While the initial growth might be slower than a pure biological species, once the pop count is sufficient, Robots will also grow a lot quicker than biological species. Droids or synths make particularly good "first in" colonists, if they can be moved off or Materialist attraction is acceptable.
 
=== Visual cues ===
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.
* [[File:Colonizability green.png|24px]] Green: The world is ≥70% habitable for at least one species in the player's empire.
* [[File:Colonizability yellow.png|24px]] Yellow: The world is 40–69% habitable for at least one species in the player's empire.
* [[File:Colonizability red.png|24px]] Red: The world is <40% habitable for all species in the player's empire.
* [[File:Colonizability orange.png|24px]] Orange: The world is habitable but not surveyed.
* [[File:Colonizability blue.png|24px]] Blue: The world is currently being [[Terraforming|Terraformed]].
 
Sometimes other factors can prevent colonization of a world. Some common reasons for not being able to colonize an otherwise habitable world are:
* There is an anomaly on the world which has not yet been researched
* The world is inhabited by a pre-FTL civilization
 
Zooming in to the system and hovering over the planet icon may reveal useful information about what is preventing the player's empire from colonizing the world. e.g. If the tool tip says the world is 'controlled by Unidentified Empire' or 'belongs to someone else', another empire is in control of the system. In this case, surveying the world will reveal the empire that controls it. This action can cause the player's science ship to be missing in action for up to a year, so it may be preferable to avoid surveying the world.
 
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 [[Terraforming|terraform]] habitable worlds, though this is a costly and time consuming process. Only planets of the main types (continental and such) can be terraformed, in addition to tomb and barren worlds with the "Terraforming Candidate" modifier.
 
== Planetary features ==
{{SVersion|2.2}}
All planets have a random number of Planetary Features, which determine the number of Districts and Strategic Resource extraction buildings a world can support. Certain features are more likely to appear depending on the planet class.
 
{| class="mildtable plainlist"
! !! Agriculture Districts !! Generator Districts !! Mining Districts !! Crystal Mines !! Gas Extraction Wells !! Mote Harvesting Traps !! Betharian Power Plant !! Alien Zoo
|-
! {{green|+1}}
|
* [[File:d_boggy_fens.png|75px]] Boggy Fens
* [[File:d_bountiful_plains.png|75px]] Bountiful Plains
* [[File:d_forgiving_tundra.png|75px]] Fair Tundra
* [[File:d_green_hills.png|75px]] Green Hills
* [[File:d_lichen_fields.png|75px]] Lichen Fields
* [[File:d_nutritious_mudland.png|75px]] Nutritious Mudlands
* [[File:d_rugged_woods.png|75px]] Rugged Woods
|
* [[File:d_arid_highlands.png|75px]] Arid Highlands
* [[File:d_hot_springs.png|75px]] Hot Springs
|
* [[File:d_mineral_fields.png|75px]] Mineral Fields
* [[File:d_veiny_cliffs.png|75px]] Ore-Veined Cliffs
|
* [[File:d_crystalline_caverns.png|75px]] Crystalline Caverns
|
* [[File:d_bubbling_swamp.png|75px]] Bubbling Swamp
|
* [[File:d_dust_caverns.png|75px]] Dust Caverns
|
* [[File:d_betharian_deposit.png|75px]] Betharian Fields
|
* [[File:d_alien_pets_deposit.png|75px]] Isolated Valley
|-
! {{green|+2}}
|
* [[File:d_fertile_lands.png|75px]] Fertile Lands
* [[File:d_fungal_caves.png|75px]] Fungal Caves
* [[File:d_great_river.png|75px]] Great River
* [[File:d_lush_jungle.png|75px]] Lush Jungle
|
* [[File:d_frozen_gas_lake.png|75px]] Frozen Gas Lake
* [[File:d_rushing_waterfalls.png|75px]] Rushing Waterfall
* [[File:d_searing_desert.png|75px]] Searing Desert
|
* [[File:d_prosperous_mesa.png|75px]] Prosperous Mesa
* [[File:d_ore_rich_caverns.png|75px]] Ore-Rich Caverns
|
* [[File:d_crystal_forest.png|75px]] Crystal Forest
* [[File:d_crystal_reef.png|75px]] Crystal Reef
|
* [[File:d_fuming_bog.png|75px]] Fuming Bog
|
* [[File:d_dust_desert.png|75px]] Dust Desert
| {{icon|no}}
| {{icon|no}}
|-
! {{green|+3}}
|
* [[File:d_black_soil.png|75px]] Black Soil
* [[File:d_fungal_forest.png|75px]] Fungal Forest
* [[File:d_marvelous_oasis.png|75px]] Marvelous Oasis
* [[File:d_teeming_reef.png|75px]] Teeming Reef
* [[File:d_tropical_island.png|75px]] Tropical Island
|
* [[File:d_geothermal_vent.png|75px]] Geothermal Vents
* [[File:d_tempestous_mountain.png|75px]] Tempestuous Mountain
* [[File:d_underwater_vent.png|75px]] Underwater Vents
|
* [[File:d_rich_mountain.png|75px]] Rich Mountain
* [[File:d_submerged_ore_veins.png|75px]] Submerged Ore Veins
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
|}
 
=== Anomaly features ===
These Rare Planetary Features are added by random anomalies on habitable planets.
{| class="mildtable plainlist"
! width="1%" |
! Feature
! Effects
! width="50%" | Description
|-
| [[File:d_tribal_settlement.png]]
| Abandoned Primitive Homesteads
|
* {{icon|pop soc}} {{green|+10%}} Society from Jobs
* {{icon|max agriculture districts}} {{green|+2}} Max Agriculture Districts
| ''These abandoned homesteads were once inhabited by a society of reptiles. They still populate the planet, but have since lost all capacity for sapient thought.''
|-
| [[File:d_building_complex.png]]
| Ancient Mining Site
|
* {{icon|max mining districts}} {{green|+5}} Max Mining Districts
| ''The site of an ancient mining operation. Despite its age, much of the equipment can still be operated.''
|-
| [[File:d_fungal_forest.png]]
| Ancient One
|
* {{icon|society}} {{green|+4}} Society Research
| ''An ancient being, living deep beneath the waves, is the dominating life force on this planet.''
|-
| [[File:d_teeming_reef.png]]
| Flooded Mounds
|
* {{icon|pop soc}} {{green|+20%}} Society from Jobs
* {{icon|researcher}} {{green|+2}} Researcher Jobs
| ''The soil in this valley is extremely fertile, and it is covered in intense greenery.''
|-
| [[File:d_fertile_lands.png]]
| Harvester Fields
|
* {{icon|max agriculture districts}} {{green|+6}} Max Agriculture Districts
| ''Vast fields of dense, edible vegetation where ancient solar-powered harvesters assist in gathering crops.''
|-
| [[File:D alien pets deposit.png]]
| Hyperfertile Valley
|
* {{icon|max agriculture districts}} {{green|+5}} Max Agriculture Districts
| ''The soil in this valley is extremely fertile, and it is covered in intense greenery.''
|-
| [[File:d_dangerous_wildlife_blocker.png]]
| Savage Wildlands
|
* {{icon|pop soc}} {{green|+10%}} Society from Jobs
* {{icon|researcher}} {{green|+1}} Researcher Jobs
| ''These indigenous creatures who inhabit this region appear to operate as a single organism.''
|-
| [[File:d_building_complex.png]]
| Toy Factory Complex
|
* {{icon|pop soc}} {{green|+10%}} Society from Jobs
* {{icon|pop eng}} {{green|+20%}} Engineering from Jobs
* {{icon|researcher}} {{green|+2}} Researcher Jobs
| ''Complex machinery ceaselessly molds complex polymers into small items of varying shapes and inscrutable purposes.''
|-
| [[File:d_toxic_kelp.png]]
| Wetware Computer
|
* {{icon|pop eng}} {{green|+20%}} Engineering from Jobs
* {{icon|researcher}} {{green|+2}} Researcher Jobs
| ''The oceans on this world are almost completely covered in a fine network of algae that appear to be a primitive wetware computer.''
|-
| [[File:d_levitating_rocks.png]]
| Zone A
|
* {{icon|unity}} {{green|+3}} Unity
* {{icon|pop phy}} {{green|+10%}} Physics from Jobs
* {{icon|researcher}} {{green|+2}} Researcher Jobs
| ''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.''
|}
 
=== Event features ===
These Rare Planetary Features are added by certain events.
{| class="mildtable plainlist"
! width="1%" |
! Feature
! Created By
! Effects
! width="40%" | Description
|-
| [[File:d_fertile_lands.png]]
| Loop-Plowed Farm
| The Waiting World Horizon Signal event
|
* {{icon|max agriculture districts}} {{green|+4}} Max Agriculture Districts
| ''The food crops lean into the wind, somehow.''
|-
| [[File:d_crystalline_caverns.png]]
| Spiral-Hewn Mine
| The Waiting World Horizon Signal event
|
* {{icon|max mining districts}} {{green|+4}} Max Mining Districts
| ''Narrow shafts twist around spiraling minerals veins.''
|-
| [[File:d_huge_tree.png]]
| Migrating Forests
| Migrating Forests event
|
* {{icon|max agriculture districts}} {{red|-1}} Max Agriculture Districts
* {{icon|max generator districts}} {{red|-1}} Max Generator Districts
* {{icon|max mining districts}} {{red|-1}} Max Mining Districts
| ''The mobile forests of this world frequently migrate en masse to new regions, disrupting efforts at building roads, power lines and other infrastructure.''
|-
| [[File:d_huge_tree.png]]
| Migrating Forests Reserve
| Ending the Migrating Forests event peacefully
|
* {{icon|pop soc}} {{green|+20%}} Society from Jobs
* {{icon|researcher}} {{green|+2}} Researcher Jobs
| ''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.''
|-
| [[File:d_crater.png]]
| Ancient Bombardment Craters
| What Happened Here event (20% chance)
|
* {{icon|pop phy}} {{green|+20%}} Physics from Jobs
* {{icon|researcher}} {{green|+2}} Researcher Jobs
| ''This world was subjected to intense orbital bombardment long ago. Parts of the surface are still pockmarked with impact craters.''
|-
| [[File:d_organic_landfill.png]]
| Ancient Battlefield
| What Happened Here event (20% chance)
|
* {{icon|pop eng}} {{green|+20%}} Engineering from Jobs
* {{icon|researcher}} {{green|+2}} Researcher Jobs
| ''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.''
|-
| [[File:d_metal_boneyard.png]]
| Irradiated Ruins
| What Happened Here event (20% chance)
|
* {{icon|pop soc}} {{green|+20%}} Society from Jobs
* {{icon|researcher}} {{green|+2}} Researcher Jobs
| ''Remnants of a massive nuclear war waged by the two global superpowers that once inhabited this world.''
|-
| [[File:d_quarantine_zone.png]]
| Subterranean Contact Zone
| Seismic Disturbances event<br>(Establish Communications Special Project)
|
* {{icon|max generator districts}} {{green|+2}} Max Generator Districts
* {{icon|district cap}} {{green|+2}} Max Districts
* {{icon|metallurgist}} {{green|+1}} Subterranean Liaison Officer Job per 20 Pops
| ''An area where Subterranean dwellers and Surfacers can work together towards peace and prosperity.''
|-
| [[File:d_fungal_caves.png]]
| Subterranean Farming Caverns
| Seismic Disturbances event<br>(Preemptive Strike Special Project)
|
* {{icon|max agriculture districts}} {{green|+3}} Max Agriculture Districts
* {{icon|district cap}} {{green|+2}} Max Districts
| ''A network of vast caverns which contain numerous fungal farms, hunting areas, and lakes teeming with edible flora and fauna.''
|-
| [[File:d_underwater_vent.png]]
| Subterranean Generator Areas
| Seismic Disturbances event<br>(Preemptive Strike Special Project)
|
* {{icon|max generator districts}} {{green|+3}} Max Generator Districts
* {{icon|district cap}} {{green|+2}} Max Districts
| ''Subterranean rivers and the geothermal energy from the molten core of the planet offer vast potential for energy generation.''
|-
| [[File:d_crystalline_caverns.png]]
| Subterranean Mining Sites
| Seismic Disturbances event<br>(Preemptive Strike Special Project)
|
* {{icon|max mining districts}} {{green|+3}} Max Mining Districts
* {{icon|district cap}} {{green|+2}} Max Districts
| ''Underground tunnels lead to a variety of mineral-rich ore veins inaccessible from the surface.''
|-
| [[File:d_organic_landfill.png]]
| Mutant Landfill
| Abandoned Terraforming Equipment event
|
* {{icon|pop soc}} {{green|+20%}} Society from Jobs
* {{icon|researcher}} {{green|+2}} Researcher Jobs
| ''A putrid mass of dead horrors. Their volatile organic matter has twisted together to form a structure of sorts.''
|-
| [[File:d_crater.png]]
| Impact Crater
| Space Bounty event
|
* {{icon|max mining districts}} {{green|+3}} Max Mining Districts
| ''A crater from a large meteor impact. Minerals from the meteor itself can still be found at the site.''
|-
| [[File:d_building.png]]
| Odd Factory
| An Odd Factor event
|
* {{icon|metallurgist}} {{green|+1}} Odd Factory Worker Job
| ''A well-crafted facility that produces high value resources, left on the planet by a different civilization.''
|-
| [[File:d_building.png]]
| Ancient Particle Accelerator
| Ruined Particle Accelerator event
|
* {{icon|pop phy}} {{green|+20%}} Physics from Jobs
* {{icon|researcher}} {{green|+2}} Researcher Jobs
| ''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 much have been a brilliant theoretical scientist.''
|-
| [[File:d_bunker_door.png]]
| Underground Vault
| Underground Vault event
|
* {{icon|pop soc}} {{green|+20%}} Society from Jobs
* {{icon|researcher}} {{green|+2}} Researcher Jobs
| ''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.''
|-
| [[File:d_monument.png]]
| Cryonic Clones Monument
| Clones in Cryostasis event
|
* {{icon|society}} {{green|+6}} Society Research
| ''Hundreds on 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.''
|-
| [[File:d_quarantine_zone.png]]
| Processing Pens
| Wild Eukaryotes event
|
* {{icon|food}} {{green|+14}} Food
| ''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.''
|-
| [[File:d_titanic_life_blocker.png]]
| Titanic Lifeforms
| Titanic Life event
| {{icon|district cap}} {{red|-1}} Max Districts<br>{{icon|society}} {{green|+4}} Society Research
| ''Numerous Titanic aliens make this area their home, it would be wise to avoid it.''
|-
| [[File:d_crystalline_caverns.png]]
| Portal Research Area
| The Mysterious Moon event
| {{icon|researcher}} {{green|+1}} Dimensional Portal Researcher Job<br>{{icon|researcher}} {{green|+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.''
|-
| [[File:d_monument.png]]
| Dragonslayer Monument
| Defeating the Ether Drake
|
* {{icon|unity}} {{green|+15}} Unity
| ''A monument commemorating the defeat of the Ether Drake.''
|-
| [[File:d_geothermal_vent.png]]
| Numa's Breath
| Numistic Order caravan deal
|
* {{icon|max generator districts}} {{green|+3}} Max Generator Districts
* {{icon|district cap}} {{green|+2}} Max Districts
| ''This stable bent reaching into the planet's crust was created by The Numistic Order.''
|}
 
=== Unique features ===
A number of unique planets in the galaxy come with special Planetary Features.
{| class="mildtable plainlist"
! width="1%" |
! Feature
! Planets
! Effects
! width="45%" | Description
|-
| [[File:D alien pets deposit.png]]
| Valley of Zanaam
|
* [[File:Planet gaia.png|28px]] Zanaam
| {{icon|Research}} {{green|+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.''
|-
| [[File:d_organic_landfill.png]]
| Junk Canals
|
* [[File:Planet nuked.png|28px]] Junk Rattlings planets
| {{icon|max agriculture districts}} {{green|+3}} Max Agriculture Districts
| ''These narrow canals shake around the junk piles, and some adjacent soil is surprisingly fertile.''
|-
| [[File:d_organic_landfill.png]]
| Junk Hollows
|
* [[File:Planet nuked.png|28px]] Junk Rattlings planets
| {{icon|max generator districts}} {{green|+3}} Max Generator Districts
| ''These hollows deep beneath the surface junk would serve well as isolated reactor chambers.''
|-
| [[File:d_organic_landfill.png]]
| Junk Wastes
|
* [[File:Planet nuked.png|28px]] Junk Rattlings planets
| {{icon|max mining districts}} {{green|+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.''
|-
| [[File:d_metal_boneyard.png]]
| Metal Boneyards
|
* {{iconify|Driven Assimilator}} and {{iconify|Determined Exterminator}} homeworlds
|
* {{icon|max mining districts}} {{green|+4}} Max Mining Districts
* {{icon|pop soc}} {{green|+10%}} Society Research from Jobs
| ''The hollowed-out metal skeletons of fallen infrastructure seem almost to groan as the wind whistles through them.''
|-
| [[File:d_organic_landfill.png]]
| Organic Landfills
|
* {{iconify|Determined Exterminator}} homeworlds
|
* {{icon|max generator districts}} {{green|+4}} Max Generator Districts
* {{icon|pop soc}} {{green|+10%}} Society Research from Jobs
| ''Toxic biohazard waste rots and fumes in vast heaps under the sun.''
|}
 
==== Earth features ====
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.
{| class="mildtable plainlist"
! width="1%" |
! Feature
! Effects
! width="65%" | Description
|-
| [[File:d_city.png]]
| Delhi Sprawl
| {{icon|max generator districts}} +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.''
|-
| [[File:d_city.png]]
| BosWash Metropolitan Axis
| {{icon|max generator districts}} +3 Max Generator Districts
| ''The BosWash Riots traumatized an entire generation and led to sweeping legal reforms. Never Forget!''
|-
| [[File:d_building_complex.png]]
| Pearl River Agglomerate
| {{icon|max generator districts}} +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.''
|-
| [[File:d_quarantine_zone.png]]
| Mauritanian Security Zone
| {{icon|max mining districts}} +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.''
|-
| [[File:d_marvelous_oasis.png]]
| Mesopotamian Urban Corridor
| {{icon|max mining districts}} +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.''
|-
| [[File:d_crater.png]]
| Great Albertan Crater
| {{icon|max mining districts}} +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.''
|-
| [[File:d_radioactive_wasteland.png]]
| Scandinavian Reclamation Sector
| {{icon|max agriculture districts}} +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.''
|-
| [[File:d_green_hills.png]]
| Saharan Irrigation Project
| {{icon|max agriculture districts}} +4 Max Agriculture Districts
| ''Few today remember the vicious ridicule that Operation Green Sahara faced when it was first proposed by Professor Izquierdo.''
|-
| [[File:d_toxic_kelp.png]]
| Pacific Algae Tracts
| {{icon|max agriculture districts}} +3 Max Agriculture Districts
| ''Invisible until you plunge beneath the waves, the algae tracts seem to stretch into infinity.''
|}
 
=== Blockers ===
{{SVersion|2.2}}
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 [[File:Ap mastery of nature.png|21px]] Mastery of Nature ascension perk will reduce the cost of clearing blocks by 33%.
 
{| class="mildtable plainlist"
! width="1%" | !! width="12%" | Blocker
! width="15%" | Spawn chance
! width="11%" | Removal cost
! width="25%" | Required removal tech
! width="35%" | Description
|-
| [[File:d_active_volcano.png]] || Active Volcano
|
* x0.5 if [[File:Planet alpine.png|28px]] Alpine
* x0.5 if {{iconify|Planet Size}} < 15
* x0 if world is a moon
| {{icon|enc}} 1000 {{icon|time}} 270
| [[File:TB Removal.png|Tile Block Removal|21px]] {{icon|Volcano Removal|21px}} Deep Crust Engineering
| ''There is an active volcano in this region, spewing forth lava and volcanic gases.''
|-
| [[File:d_crater.png]] || Bomb Crater
|
* x0 if not [[File:Planet nuked.png|28px]] Tomb World
| {{icon|enc}} 800 {{icon|time}} 270
|
| ''This massive crater was created by the detonation of a particularly devastating hydrogen bomb.''
|-
| [[File:d_city_ruins.png]] || City Ruins
|
* x0 if not [[File:Planet nuked.png|28px]] Tomb World
| {{icon|enc}} 1200 {{icon|time}} 360
|
| ''Once a great city, now just a metal boneyard stretching as far as the eye can see.''
|-
| [[File:d_dangerous_wildlife_blocker.png]] || Dangerous Wildlife
|
* x2 if [[File:PM Dangerous Wildlife.png|28px]] Hostile Fauna modifier
* x10 if [[File:PM Titanic Life.png|28px]] Titanic Life modifier
* x0.5 if {{iconify|Planet Size}} < 15
* x0 if world is a moon
| {{icon|enc}} 500 {{icon|time}} 270
| [[File:TB Removal.png|Tile Block Removal|21px]] {{iconify|Dangerous Wildlife Removal|21px}}
| ''The wildlife in this region is particularly lethal, with many dangerous predators and poisonous plants.''
|-
| [[File:d_deep_sinkhole.png]] || Deep Sinkhole
|
* x2 if [[File:Planet arid.png|28px]] Arid
* x2 if [[File:Planet savannah.png|28px]] Savannah
| {{icon|enc}} 500 {{icon|time}} 180
| [[File:TB Removal.png|Tile Block Removal|21px]] {{icon|Deep Sinkhole Removal|21px}} Subterranean Colonization
| ''A colossal sinkhole covers most of this region.''
|-
| [[File:d_lush_jungle.png]] || Dense Jungle
|
* x2 if [[File:Planet tropical.png|28px]] Tropical
* x2 if [[File:Planet continental.png|28px]] Continental
| {{icon|enc}} 500 {{icon|time}} 180
| [[File:TB Removal.png|Tile Block Removal|21px]] {{icon|Dense Jungle Removal|21px}} Selective Defoliants
| ''This entire region is completely overgrown with thick, impassable jungle.''
|-
| [[File:d_massive_glacier.png]] || Massive Glacier
|
* x2 if [[File:Planet alpine.png|28px]] Alpine
* x2 if [[File:Planet arctic.png|28px]] Arctic
| {{icon|enc}} 500 {{icon|time}} 180
| [[File:TB Removal.png|Tile Block Removal|21px]] {{icon|Massive Glacier Removal|21px}} Climate Control Network
| ''An immense body of dense ice covers this region.''
|-
| [[File:d_mountain_range.png]] || Mountain Range
|
* x2 if [[File:Planet alpine.png|28px]] Alpine
* x0.5 if {{iconify|Planet Size}} < 15
* x0 if world is a moon
| {{icon|enc}} 1000 {{icon|time}} 270
| [[File:TB Removal.png|Tile Block Removal|21px]] {{icon|Mountain Range Removal|21px}} Planetary Resurfacing
| ''A vast range of tall and impassable mountains stretches across this region.''
|-
| [[File:d_noxious_swamp.png]] || Noxious Swamp
|
* x2 if [[File:Planet tundra.png|28px]] Tundra
| {{icon|enc}} 500 {{icon|time}} 180
| [[File:TB Removal.png|Tile Block Removal|21px]] {{icon|Noxious Swamp Removal|21px}} Xeno-Hydraulic Mastery
| ''Treacherous swamplands and bogs surrounded by putrid gases.''
|-
| [[File:d_quicksand_basin.png]] || Quicksand Basin
|
* x2 if [[File:Planet desert.png|28px]] Desert
| {{icon|enc}} 500 {{icon|time}} 180
| [[File:TB Removal.png|Tile Block Removal|21px]] {{icon|Quicksand Basin Removal|21px}} Soil Remediation
| ''A vast body of quicksand covers this region, making construction impossible.''
|-
| [[File:d_radioactive_wasteland.png]] || Radioactive Wasteland
|
* x0 if not [[File:Planet nuked.png|28px]] Tomb World
| {{icon|enc}} 800 {{icon|time}} 270
|
| ''Few organisms can survive in this desolate, irradiated wasteland.''
|-
| [[File:d_toxic_kelp.png]] || Toxic Kelp
|
* x2 if [[File:Planet ocean.png|28px]] Ocean
| {{icon|enc}} 500 {{icon|time}} 180
| [[File:TB Removal.png|Tile Block Removal|21px]] {{icon|Toxic Kelp Removal|21px}} Ocean Ecology Management
| ''A thick forest of kelp that is toxic to most forms of life covers the ocean in this region.''
|-
| [[File:d_gaseous_eruption.png]] || Rifts
| [[File:Planet arid.png|28px]] Cracking
| {{icon|enc}} 500 {{icon|time}} 120
|
| ''Seismological phenomena are causing the planet crust to crack, spewing out sulfuric gases and toxic slime.''
|}
 
==== Homeworld blockers ====
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 {{iconify|Energy}} and take 120 days to remove.
 
{| class="mildtable plainlist"
! width="1%" |
! Blocker
! Clear rewards
! Source
! width="45%" | Description
|-
| [[File:d_slums.png]] || Sprawling Slums
| {{icon|pop}} 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:d_metal_boneyard.png]] || Industrial Wasteland
|
|
* 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:d_deep_sinkhole.png]] || Collapsed Burrows
| {{icon|pop}} 1 Pop
|{{iconify|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.''
|-
| [[File:d_crater.png]] || Abandoned Strip Mine
|
|{{iconify|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:d_slums.png]] || Unsupervised Settlement
| {{icon|pop}} 1 Pop
|{{iconify|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.''
|-
| [[File:d_city_ruins.png]] || Silent Ruins
| [[File:d_organic_landfill.png|24px]] Organic Landfills Planetary Feature
|{{iconify|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.''
|-
| [[File:d_city_ruins.png]] || Former Organic City
| [[File:d_metal_boneyard.png|24px]] Metal Boneyards Planetary Feature
|{{iconify|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.''
|-
| [[File:d_radioactive_wasteland.png]] || Battlefield Remains
| [[File:d_organic_landfill.png|24px]] Organic Landfills Planetary Feature
|{{iconify|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.''
|-
| [[File:d_city_ruins.png]] || Settled Ruins
| {{icon|pop}} 1 Pop
|{{iconify|Post-Apocalyptic}} homeworlds
| ''A scattered population of scavengers are eking out a desperate existence in the ruins of this once major city.''
|-
| [[File:d_radioactive_wasteland.png]] || Radiation Zone
|
|{{iconify|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.''
|-
| [[File:d_boggy_fens.png]] || Great Pacific Algae Tract
| [[File:d_toxic_kelp.png|24px]] Pacific Algae Tracts Planetary Feature
| [[File:Planet continental.png|24px]] Earth
| ''A swirling miasma of plastic refuse covers a good portion of Earth's largest ocean.''
|}
== Celestial body modifiers ==
{{SVersion|2.23}}
There is a small chance that a celestial body will have one or more modifiers. They will be found when surveyed or through anomalies and accompanying events.
{| class="mildtable plainlist"
|- id="Tidal Locked"
| [[File:PM Tidal Locked.png]] || Tidal Locked
| {{icon|district cap}} {{red|−50−30%}} Max Districts
| x3 if moon
| {{iconify|No}}
* {{icon|governing ethics attraction}} {{red|−30%}} Government Ethics Attraction
|
| {{iconify[[File:Planet ai.png|24px]] Machine World}} only<br>[[File:Planet infested.png|24px]] Hive world
| ''The air of this planet contains a natural hallucinogen. While this does keep people happy, and indeed seems to aid the visualization of some of the more esoteric Physics problems, it also distracts people from other work.''
|- id="Hazardous Weather"
* {{icon|governing ethics attraction}} {{red|−20%}} Government ethics attraction
|
| {{iconify[[File:Planet ai.png|24px]] Machine World}} only<br>[[File:Planet infested.png|24px]] Hive world
| ''Something in the air of this planet seems to put people in the mood to reproduce.''
|- id="Carbon World"
* x2 if {{iconify|Low Gravity}}
* x0 if {{iconify|Bleak}}
| {{iconify[[File:Planet ai.png|24px]] Machine World}} only<br>[[File:Planet infested.png|24px]] Hive world
| ''Life thrives here, the fauna is plentiful and the flora grows rapidly.''
|- id="Natural Beauty"
* {{icon|migration attraction}} {{green|+25%}} Migration Pull
| x3 if [[File:Planet gaia.png|28px]] Gaia
| {{iconify[[File:Planet ai.png|24px]] Machine World}} only<br>[[File:Planet infested.png|24px]] Hive world
| ''The scenery on this planet is simply beautiful, anyone living on this planet will be constantly finding new wonders to behold.''
|- id="Strong Magnetic Field"
|- id="Holy World"
| [[File:PM Holy Planet.png]] || Holy World
| * {{icon|opinion}} {{red|−200}} Opinion with FE if colonized* {{icon|opinion}} {{green|+50}} Opinion with FE if hallowed
|
* Prophets Retreat
! Effects
! Event
! width="5550%" | Description
|-
| [[File:PM Hollow Planet.png]] || Subterranean Civilization
| Superflare<br>(Superflare Shielding special project)
| ''This planet's populace is shielded from the harmful effects of it's sun's superflare activity.''
|-
| [[File:PM engineering research.png]] || C.A.R.E. Interactive Interface
|
* {{icon|pop enc}} {{green|+10%}} Energy from Jobs
| C.A.R.E.<br>(Develop A Cure For The Ferrophage special project)
| ''The ancient C.A.R.E. Interactive Interface is working at full capacity on this planet - with some modern improvements, of course.''
|}
* {{icon|unity}} {{green|+50%}} Unity from Jobs
| ''This planet's magnetosphere resonates at a frequency very conductive to our neural network.''
|-
| [[File:PM Predatory Plants.png]] || Predatory Plants
|
* {{icon|habitability}} {{red|-10%}} Habitability
* {{icon|pop soc}} {{green|+10%}} Society From Jobs
| ''description''
|}
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