Terraforming events

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Version

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This article has been verified for the current PC version (3.6) of the game.

The first time a planet is Terraform planet 2.png terraformed there's a chance that a terraforming event will take place. Most events can happen multiple times per game. Planets terraformed into an Ecumenopolis cannot trigger these events. Several events are prevented from triggering if the planet is terraformed into a Planet nuked.png Tomb World, although there is currently no way to do this in the game.

The chance of any specific event triggering is that event's weight divided by the sum of the weights of all currently valid events, plus a weight of 10 for no event. When terraforming an uncolonized planet that isn't a Planet nuked.png Tomb World or Planet barren.pngPlanet barren cold.png Barren World to your main species' preferred non-Planet gaia.png Gaia World climate, the sum of all valid event weights is 26 for regular empires and 28.5 for Gestalt consciousness.png Gestalt Consciousness empires (some other minor conditions also apply). This gives the following set of minimum weights for no event or a specific event (and maximum weight for any event):

Event No.pngGestalt consciousness.png Gestalt consciousness.png
Any event 61.5% 65%
No event (weight 10) 38.5% 35%
Event weight 3 11.5% 10.5%
Event weight 2 7.7% 7%
Event weight 0.5 N/A 1.8%

Events[edit | edit source]

Superfluous Terraforming Equipment

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Evt drilling for gas.png

After completing the terraforming of [planet name], our terraforming specialists have spotted a golden opportunity. The remaining terraforming equipment can potentially be repurposed as infrastructure for the planet.


 
Trigger conditions:
  • District.png Planet has at least 1 free district slot
Is triggered only by:

3/SUM% chance


Option conditions

Event trigger.pngEnabled if: the planet has at least 1 free district slot

Event button on.png
We could use more housing.
  • Adds a District city.png City District to the planet if not Gestalt consciousness.png Gestalt Consciousness
  • Adds a District hive.png Hive District to the planet if Auth hive mind.png Hive Mind
  • Adds a District nexus.png Nexus District to the planet if Auth machine intelligence.png Machine Intelligence

Event trigger.pngEnabled if: the planet has at least 1 free district slot

Event button on.png
Build some foundries.
  • Adds an District industrial.png Industrial District to the planet

Event trigger.pngEnabled if: the planet has at least 2 free district slots

Event button on.png
Expand this world's energy capabilities.
  • Adds 2 District generator.png Generator Districts to the planet

Event trigger.pngEnabled if: the planet has at least 2 free district slots

Event button on.png
You can never have enough mines.
  • Adds 2 District mining.png Mining Districts to the planet

Event trigger.pngEnabled if: the planet has at least 2 free district slots

Event button on.png
More farms for [From.GetName].
  • Adds 2 District farming.png Agriculture Districts to the planet

Event trigger.pngAlways enabled:

Event button on.png
Just scrap the equipment.
  • Minerals Gained: Minerals.png 300

Engineered Beauty

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Evt alien nature.png

Terraforming on [planet name] has finished faster than initially estimated, which has left our terraforming specialists with time to experiment, and the results are impressive. The planet's natural traits have been enhanced to be both aesthetically pleasing and utilitarian.


 
Trigger conditions:
  • None
Is triggered only by:

3/SUM% chance


Option conditions

Event trigger.pngAlways enabled:

Event button on.png
Marvelous!

The planet gets the modifier:

Engineered Nature

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Pm natural beauty.pngPm frame 1.png
  • Mod planet amenities add.png +10 Amenities
This [Root.GetPlanetMoon] has been engineered to provide both form and function to its inhabitants.

Event trigger.pngEnabled if: No.pngGestalt consciousness.png Not Gestalt Consciousness

Event button on.png
Does it have to look so artificial?

The planet gets the modifier:

Natural Beauty

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Pm natural beauty.pngPm frame 1.png
  • Mod pop happiness.png +5% Happiness
  • Immigration pull +25% Immigration pull
The scenery on this planet is simply beautiful, anyone living on this planet will be constantly finding new wonders to behold.

Terraforming Complications

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Evt aggressive flora.png

Our long project on [planet name] has frustratingly ended in partial success. As the final valleys were undergoing terramorphing, a malfunction occurred in the biomass realigner, leading to the creation of large swaths of Terraforming Residue. While not dangerous to our colonists, it means that the planet is a bit more cramped for the time being.


 
Trigger conditions:
  • District.png Planet has at least 4 free district slots
Is triggered only by:

3/SUM% chance


Event button on.png
Don't let this happen again.
  • Adds 3 D organic landfill.png Terraforming Residue blockers to the planet, which trigger the Learning From Mistakes event when they're all cleared

Learning From Mistakes

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Evt desert planet.png

Our [Owner.GetTerraformerPlural] have now cleared the final Terraforming Residue on [Root.GetName]. While the cleanup was painful and quite sticky, it was not all for naught. Analysis of the cause of this issue and the fallout has led to furthering our understanding of terralurgy.


 
Trigger conditions:
  • None
Is triggered only by:

Clearing all D organic landfill.png Terraforming Residue blockers on the planet


Event button on.png
At least some good has come of it.
  • Gain 20% progress in the Tech climate restoration.png Climate Restoration technology if you have the Tech ecological adaptation.png Ecological Adaptation technology
  • Gain 40% progress in the Tech ecological adaptation.png Ecological Adaptation technology if you have the Tech terrestrial sculpting.png Terrestrial Sculpting technology
  • Gain 80% progress in the Tech terrestrial sculpting.png Terrestrial Sculpting technology

[homeworld name] II

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Evt atmospheric flight.png

We have not only succeeded in terraforming [planet name], but we have done something even better. During the final stretch of the process, our terraforming specialists managed to make it a perfect home for our local fauna, creating a [planet or moon] eerily similar to [homeworld name]. All our local plant life is there but none of the familiar terrain.


 
Trigger conditions:
  • Once per empire
  • Planet's new planet class matches the primary species' climate preference
Is triggered only by:

2/SUM% chance


Event button on.png
This [planet or moon] shall be known as [homeworld name] II
  • Second Home modifier added, giving the following effects:
    • Mod habitability.png Habitability +20%
    • Mod planet immigration pull mult.png Immigration Pull +50%
  • Planet is renamed to [homeworld name] II
Event button on.png
A fortuitous development.
  • Second Home modifier added, giving the following effects:
    • Mod habitability.png Habitability +20%
    • Mod planet immigration pull mult.png Immigration Pull +50%

A Planetary Gambit

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A unique situation has occurred on [planet name] just as the terraforming efforts are winding down. Our terraforming specialists have discovered that it's possible to tidally lock the [planet or moon]. This occurring naturally can be quite a detriment to a colony. However, doing it during the terraforming process could allow us to exploit the endless solar hours the dayside will receive and generate an obscene amount of energy. We would still have to make a concentrated effort to set up the rest of our industry and housing on the twilight and night side.


 
Trigger conditions:
  • No.pngJob colonist.png Planet isn't colonized
  • No.pngPlanet gaia.pngPlanet nuked.png Planet was not terraformed into a Gaia World or Tomb World
  • No.pngPlanet nuked.pngPlanet barren.pngPlanet barren cold.png Planet was not terraformed from a Tomb World or Barren World
Is triggered only by:

2/SUM% chance


Event button on.png
Set the [planet or moon] spinning again, the risk is too great.

No effect

Event button on.png
Do it.
  • Intentionally Tidally Locked modifier added, giving the following effects:
    • Mod district farming max.png Max Agriculture Districts −3
    • Mod district mining max.png Max Mining Districts −3
    • Enables the Decision divine algorithm.png Expand Dayside Infrastructure decision

Excess to Success

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Evt drilling for gas.png

As the terraforming of [planet name] is settling down, we discover that the project has put us in an unanticipated situation. We did not need as many resources as we initially set aside to finish this project, and now we have the chance to add-on one additional feature to the [planet or moon]. Our terraforming specialists have presented us with three different options.


 
Trigger conditions:
  • No.pngPlanet gaia.png Planet was not terraformed into a Gaia World
  • No.pngPlanet barren.pngPlanet barren cold.png Planet was not terraformed from a Tomb World or Barren World
Is triggered only by:

3/SUM% chance


Event button on.png
We could use more Generator Districts.
  • Adds a planetary feature that adds Mod district generator max.png +2 Max Generator Districts to the planet
Event button on.png
See if we can't develop more space for Mining Districts.
  • Adds a planetary feature that adds Mod district mining max.png +2 Max Mining Districts to the planet
Event button on.png
This world could use more Agriculture Districts.
  • Adds a planetary feature that adds Mod district farming max.png +2 Max Agriculture Districts to the planet

Oneness

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Evt hive mind.png

While turning [planet name] into [planet class] world, the terraforming drones managed to link not only the local fauna to the mind but, through freak mutations when exposed to the terraforming gasses, link the mind to the world itself. The collective now has the opportunity to become whole in a truer sense than before.


 
Trigger conditions:
  • Gestalt consciousness.png Gestalt Consciousness
  • No.pngPlanet nuked.png Planet was not terraformed into a Tomb World
  • No.pngPlanet nuked.pngPlanet barren.pngPlanet barren cold.png Planet was not terraformed from a Tomb World or Barren World
Is triggered only by:

0.5/SUM% chance


Event button on.png
Yes, the mind wills it.
  • Planet becomes a Planet infested.png Hive World
Event button on.png
No, this is not the intention for this world.
  • Influence Gained: Influence.png 200

Perfect Organization

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Evt fleet from surface.png

Surpassing nature is not something new for this collective. During the terraforming process of [planet name], every hill was considered, and every piece of fauna was strategically placed. The [planet or moon] has now ended up being a perfectly organized logistical paradise for our Autonomous drones to produce for the collective.


 
Trigger conditions:
  • Gestalt consciousness.png Gestalt Consciousness
  • No.pngPlanet nuked.png Planet was not terraformed into a Tomb World
  • No.pngPlanet barren.pngPlanet barren cold.png Planet was not terraformed from a Barren World
Is triggered only by:

2/SUM% chance


Event button on.png
How pleasing.
  • Perfect Organization modifier added, giving the following effects:
    • Mod pop resource output.png Resources from Jobs +10%
    • Mod planet max districts add.png Max Districts +20%
    • Mod pop happiness.png −50% Happiness
    • If an empire that's not Gestalt consciousness.png Gestalt Consciousness owns the planet, enables the Decision victorious army.png Introduce Chaos decision

A Helpful Blemish

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Evt drilling for gas.png

What our terraforming specialists first took for a nasty gas pocket on [planet name] has turned out to be a blessing! The toxic fumes it was releasing are an unrefined version of Exotic Gas. With this new natural resource, the energy required to introduce an atmosphere to the [planet or moon] has drastically decreased, and we can harvest the gas for years to come!


 
Trigger conditions:
  • Planet barren.pngPlanet barren cold.png Planet was terraformed from a Barren World
Is triggered only by:

3/SUM% chance


Event button on.png
Excellent.
  • Adds a D fuming bog.png Fuming Bog planetary feature to the planet
  • Gain an amount of Energy Credits depending on what the world was being terraformed to and from:
    • Energy.png 2500 Energy if terraforming from Planet barren.png Barren World to Planet arid.pngPlanet desert.pngPlanet savannah.png Dry climate or from Planet barren cold.png Barren World (Cold) to Planet alpine.pngPlanet arctic.pngPlanet tundra.png Cold climate
    • Energy.png 5000 Energy if terraforming to Planet continental.pngPlanet ocean.pngPlanet tropical.png Wet climate
    • Energy.png 7500 Energy if terraforming from Planet barren.png Barren World to Planet alpine.pngPlanet arctic.pngPlanet tundra.png Cold climate or from Planet barren cold.png Barren World (Cold) to Planet arid.pngPlanet desert.pngPlanet savannah.png Dry climate

Unexpected Mutations

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Gaia planet.png

Our terraforming specialists have good news and bad news for us about [planet name]. The good news is that the terraforming process went swimmingly, and we have a beautiful Gaia World. The bad news is that everyone living on the [planet or moon] was exposed to the terraforming gasses and now can't live on non-Gaia Worlds. These Gaia-trapped inhabitants have surprisingly been showing an increase in their productivity while on the Gaia World. Far better than workers that weren't affected by the gas that migrated there later.


 
Trigger conditions:
  • Planet gaia.png Planet was terraformed into a Gaia World
  • No.pngOrigins life seeded.png Not Life-Seeded origin
  • Job colonist.png Planet is colonized
  • Consumer goods.png Empire uses Consumer Goods
Is triggered only by:

2/SUM% chance


Event button on.png
At least they don't seem to be uncomfortable.
  • All biological pops on the planet have their climate preference trait changed to a special version of Trait pc gaia preference.png Gaia World Preference that also gives Mod pop resource output.png +5% Resources from Jobs on Planet gaia.png Gaia Worlds

Paradise is a Place on [planet name]

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Gaia planet.png

Event trigger.png The below description is one of several available for this event.
Amongst our terraforming specialists assigned to [planet name], there seem to have been followers of an ancient sect from [homeworld name] among them. These [main species plural] believe that there is a paradise for our people, and instead of looking for it, they have now created it. [planet name] has now been turned into a [planet or moon] of the blessed, looking like an illustration manifested from the pages of our ancient history.


 
Trigger conditions:
  • Once per empire
  • Planet gaia.png Planet was terraformed into a Gaia World
  • No.pngGestalt consciousness.png Not Gestalt Consciousness
  • No.pngEmpire Capital Not the owner's homeworld
Is triggered only by:

2/SUM% chance


Option conditions
Event button on.png
It's beautiful.
  • Paradise Made modifier added, giving the following effects:
    • Unity.png Unity from Jobs +25%
    • Mod planet immigration pull mult.png Immigration Pull +50%
    • Spiritualist.png Spiritualist Ethics Attraction +50%
    • Mod planet building cost mult.png District Cost +25%

Event trigger.pngEnabled if: Materialist.pngFanatic Materialist.png Materialist

Event button on.png
Materialist.pngFanatic Materialist.png It's just a normal Gaia World?
  • Influence Gained: Influence.png 100

Radioactive Flora

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Evt tomb world.png

While cleaning out the radiation in [planet name]'s atmosphere and soil, our terraforming specialists had to call in our xenobiologists. They had found a species that seemed to thrive off the radiation and was now wilting. Even more curious, this species appears to be presapient and on the cusp of achieving sentience. Now, as the final soil scrubbers are approaching, we have to decide what to do with this new life.


 
Trigger conditions:
  • DLC plantoids species pack.png Plantoids DLC
  • Planet nuked.png Planet was terraformed from a Tomb World
  • No.pngTrait plantoid radiotrophic.png Main species does not have the Radiotrophic trait
  • No.pngEmpire Capital Not the owner's homeworld
  • Empire hasn't gotten this event before and chosen the "Harvest their genetic material." option
Is triggered only by:

2/SUM% chance


Option conditions

Event trigger.pngEnabled if:

  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Not genocidal
  • No.pngXenophobe.pngFanatic Xenophobe.png Xenophobic
Event button on.png
We have destroyed their habitat, now we have to preserve them.
  • Planet gains 4 pre-sapient plantoid pops with the Trait pc nuked preference.png Tomb World Preference, Trait plantoid radiotrophic.png Radiotrophic, Ingenious.png Ingenious, Fleeting.png Fleeting, and Deviants.png Deviants traits
  • Adds a D bunker door.png Radiotrophic Preserve planetary feature to the planet

Event button on.png
Why not let them join us?
  • Enables the Enlighten the Radiotropic special project, which costs Society research 5000 society research and triggers the A Radiating Reception event when completed
Event button on.png
Harvest their genetic material.
  • Unlocks the Trait plantoid radiotrophic.png Radiotrophic trait for genetic modification on all non-lithoid biological pops
Event button on.png
Why are we even bothering with this weed. Finish the terraforming.
  • Food Gained: Food.png 5 (if empire uses food)

A Radiating Reception

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Evt hand shake.png

Having spent years acclimating and adjusting the radiotropic plants found on [FromFromFrom.GetName], we now are ready to allow them into our society. While an incredibly young species, they seem to excel in harvesting energy.


 
Trigger conditions:
  • None
Is triggered only by:

Completing the Enlighten the Radiotropic special project


Event button on.png
Welcome!
  • Planet gains 6 plantoid pops with the Trait pc nuked preference.png Tomb World Preference, Trait plantoid radiotrophic.png Radiotrophic, Ingenious.png Ingenious, Fleeting.png Fleeting, and Deviants.png Deviants traits. If the planet is not a colony (or no longer exists), the pops are created on the empire's capital instead.

Weapons Cache

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Evt tomb world.png

Restoring a Tomb World is always hard work and often very repetitive: section off an area, clear out any rubble, replace the soil, purify any remaining water, and add new fauna. As the terraforming process on [planet name] was winding to a close, our [Root.GetTerraformerPlural] discovered a sizeable underground metal container, and based on its fortifications, it is assumed that this is a weapons cache.


 
Trigger conditions:
  • Ancient Relics.png Ancient Relics DLC
  • Once per empire
  • Planet nuked.png tomb world Planet was terraformed from a Tomb World
  • No.pngEmpire Capital Not the owner's homeworld
Is triggered only by:

2/SUM chance
×50 if Earth


Event button on.png
Curious.