Unique systems
Unique systems can only spawn once per galaxy and are entirely predefined, as opposed to being randomly created. Each unique system has an unique event, anomaly or archaeology site related to it. They will never appear in hyperlane choke points and a few of them require distance from all empires to spawn and they might not appear if the galaxy is started with a max number of fallen empires and AI empires, especially if advanced starts are used.
Guaranteed systems[edit | edit source]
The following systems will always appear in every game:
- Hauer
- This class G system contains an unique object, the Tannhäuser Gate, guarded by 3 Ancient Mining Drones. If the
Ancient Relics DLC is installed then the planet Spjuuht contains the Never Forget archaeological site.
- Hillos
- This system contains an alien science ship marked as hostile. One of the planets is a Tundra World that when surveyed will reveal a level III anomaly. Investigating it will issue a special project that takes 360 days to research. Completing the special project a moderate amount of
Physics research.
- Klendath
- This system contains two barren worlds and a moon and is defended by an Ancient Mining Drone. In addition the planet Klendath I will reveal the Crashed Starship archaeological site.
- Orvall
- Unlike every other system Orvall not named after the central star. The system has a golden nebula visual effect regardless of whether it is spawned inside one or not and is guarded by a small Tiyanki fleet. If the
Ancient Relics DLC is installed then the broken world Moor-Hsrettu contains the Desiccated archaeological site.
- Ubogleelt
- This system is guarded by a ship of 2K fleet power and contains a broken world that has 3 notable moons: a size 7 Gaia world and two Barren worlds with the
Terraforming Candidate planet modifier. The Gaia world also has a planet modifier giving it the following effects:
Shielded Relic
- This system contains a size 26 Shielded World guarded by a fleet of 5k fleet power with ships identical to the ones guarding Zanaam. Surveying either the Shielded World or its moon will reveal the Moon Base archaeological site.
Omni
- This system contains a Relic World that when surveyed will reveal the Ruined World archaeological site.
Wenkwort[edit | edit source]
Wenkwort contains a Gaia world called Wenkwort Artem, which has the Wenkwort Gardens modifier that provides +20% Administrator output and +10%
Researcher output as well as a level IV anomaly. When the anomaly is investigated it grants a very large amount of
society research and issues a special project on a Barren world called Rellrait and creates 3 neutral Ancient Mining Drones that patrol the system. The special project adds a deposit of 3
Society Research to Rellrait and gives it the
Terraforming Candidate planet modifier as well as a unique planet modifier granting it +3%
Happiness and −15%
Upkeep from Jobs.
Wenkwort Artem has a unique planet modifier called Wenkwort Gardens. When the planet is first colonized the player will be contacted by a custodian robot and informed that industrialization of the planet is to be kept at a minimum. If the request is accepted Wenkwort Artem will gain a second planet modifier giving it the following effects:
- +40%
Bureaucrat output
- +20%
Researcher output
- −30%
Artisan output
- −70%
Miner and Strategic Resource Gatherer output
- −70%
Gas refiner output
Refusing will have a fleet of around 7K fleet power arrive in 20 days and give one last chance to accept the modifier before attacking.
Alpha Centauri[edit | edit source]
Alpha Centauri always spawn as a neighbor of Sol along Barnard's Star, Procyon and Sirius if Sol is chosen as a starting system. Alpha Centauri III will always match the climate preference of the primary species from Earth if guaranteed habitable worlds were enabled. Proxima Centauri b will be a frozen world with the Tidal Locked planet modifier and a level I anomaly. Investigating the anomaly will grant a small amount of
Unity and give Proxima Centauri b the
Terraforming Candidate planet modifier.
Randomly spawned systems[edit | edit source]
The following systems have their spawn chanced determined by the galaxy size. The percentages for each unique system to spawn are the following:
Sol[edit | edit source]
If none of the starting empires have Sol as their home system there's a 50% chance that it will spawn in the galaxy. Earth can be found in one of four states. Unlike other primitive civilizations humans use regular flags and have additional armies.
Trappist[edit | edit source]
Trappist is a real life system that contains 3 habitable planets - one from each climate category - making it well above average, compared to the default game setting for habitable worlds. The features and possible modifiers of all planets are randomized.
Planet | Trappist I | Trappist II | Trappist III | Trappist IV | Trappist V | Trappist VI | Trappist VII |
---|---|---|---|---|---|---|---|
Class | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
|
Size | 16 | 16 | 12 | 14 | 16 | 18 | 12 |
Odryskia[edit | edit source]
A randomly named system will contain an asteroid called The Cabin. Surveying it will reveal the Debris Belt archaeological site.
Polaris[edit | edit source]
Polaris contains a size 23 Ocean World with the unique Ancient Sunken City planetary feature and the One Last Hope archaeological site. It is defended by a 3k molluscoid fleet named Polarian Automated Fleet. The fleet guarding it consists of 7 cruisers named after ice formations. The fleet is hostile, however it is not set to aggressive stance, simply blocking any approach to the system's star. After they are defeated the system can be claimed as usual. The cruisers use the following loadout:
Weapons | Utility | Core |
---|---|---|
Parvus[edit | edit source]
Parvus contains a size 22 Desert World with a level VI anomaly. Investigating it will give the planet a nanite swarm modifier that ensures 0% Habitability and
Happiness if the planet is colonized as well as issue a special project. The special project requires 300 days to be completed and brings 3 options:
- Studying the swarm grants the
Administrative AI technology. If already researched it will grant a moderate amount of
Physics Research instead.
- Destroying the swarm requires a fleet of 2K fleet power to be brought in orbit of the planet, removes the modifier and gives the planet the
Nanite Swarm Remains planetary feature.
- Taming the swarm requires the
Self-Evolving Logic technology and starts another special project that requires 300 days. Finishing it clears all blockers from the planet, terraforms it into one that matches the primary species' climate preference and replaces the modifier with
Tamed Nanite Swarm. If you are Void Dwellers it will terraform to a Gaia world.
Zanaam[edit | edit source]
Zanaam contains Zanaam, a size 25 Gaia World with the unique Valley of Zanaam planetary feature and defended by an 11k fleet named Guardians of Zanaam. The fleet guarding it consists of 24 destroyers, named from Alpha to Omega, which look like Ancient Mining Drones but use far more advanced components. Upon entering the system, the player is given a message stating they will be destroyed. The fleet is hostile, however it is not set to aggressive stance, simply blocking any approach to the system's star. After they are defeated the system can be claimed as usual. The destroyers use the following components:
Weapons | Utility | Core |
---|---|---|
Sanctuary[edit | edit source]
Sanctuary containts an abandoned ring world of previous Enigmatic Observers. Originally created to act as a nature preserve and house primitive life, the system was abandoned but left guarded by multiple defense platforms of approximately 42k fleet power. Upon discovering the system an empire is contacted by the automated defense facility, which explains the history and purpose of the facility and fires upon any ship that approaches it. However, the Sanctuary system is usually quite large (especially compared to other Ring World systems), and the ranges of the platforms is limited. With a little bit of micro management, ships can easily be navigated through the system without entering combat.
The Sanctuary defenses contain the following stations:
1 Sanctuary Core | 4 A-1 Fortresses | 11 A-2 Outposts | |
---|---|---|---|
Weapons | |||
Utility | |||
Core |
Despite having no engine modules, stations are, in fact, mobile, and therefore cannot be engaged with artillery ships from a safe distance, one by one. Defeating them may prove a challenge but destroyed platforms are not rebuilt, allowing the system to slowly be overtaken.
The ring world is almost completely intact and each habitable segment houses a randomized pre-FTL species, none of them advanced beyond the Steam Age. Any empire that manages to defeat the platforms can lay claim to the extremely valuable system and decide the fate of the inhabiting species. It should be noted that since the species have evolved and reached sapience on the ring world they have the Ring World climate preference which hampers their ability to colonize without compensatory methods.
Federation's End[edit | edit source]
Federation's End contains two broken worlds orbited by two mammalian habitats. Each habitat is inhabited by a pre-FTL species that reached at least Industrial Age and both habitats can construct Research Districts. The black hole will always contain a
Dark Matter deposit. This system will not spawn if primitives have been disabled.
Larionessi Refuge[edit | edit source]
Larionessi Refuge has deposits that total 5 Physics, 11
Minerals and 4
Alloys. It also contains a planet that will be a Relic world if
Ancient Relics is installed and a Tropical world if the DLC is not installed. The planet has the The Signal archaeology site.
Zevox[edit | edit source]
Zevos has deposits that total 10 Energy, 3
Minerals, 4
Alloys and 2
Rare Crystals. The barren moon called Zero-Two contains the The Crashed Ship archaeology site.
Chapter 1 | Chapter 2 | Chapter 3 | Chapter 4 | |
---|---|---|---|---|
Difficulty | 4 | 3 | 2 | 1 |
Rewards | ![]() |
![]() |
![]() |
![]() |
Ancient Manufactory[edit | edit source]
A random system in the galaxy will contain an asteroid field where one of the large asteroids is orbited by an Ancient Manufactory identical to the Mining Drone stations. Surveying the asteroid will reveal a level III anomaly. Investigating it will bring the option to either:
- Leave the manufactory alone.
Xenophobe and
Fanatic Xenophobe empires will gain 100
Influence from this option.
- Start a Special Project to restore the manufactory with a fleet. Not available to
Fanatic Xenophobe empires. Possible outcomes are granting the
Rare Crystals Manufacturing technology, launching the manufactory into the star and awakening 3 hostile Ancient Mining Drones or Crystalline Entities. If the system has been claimed another possible outcome is turning the manufactory into a mining station and adding a deposit of 10
Minerals to the star.
Ultima Vigilis[edit | edit source]
Ultima Vigilis is a system with an appearance similar to the Contingency core system. The system does not have any hyperlane connection so it can only be entered via jump drives. It contains one deposit of each advanced resource and a unique AI world, called Obervation Terminal, with the Ancient Robot World archaeology site. The system is guarded by 3 Fallen Empire fleets, each made up of 1 titan, 5 battlecruisers and 20 escorts.
Chapter 1 | Chapter 2 | Chapter 3 | Chapter 4 | Chapter 5 | |
---|---|---|---|---|---|
Difficulty | 1 | 2 | 2 | 5 | 8 |
Rewards | ![]() |
![]() |
![]() |
![]() |
![]()
|
After successfully investigating the archaeology site 5 options are displayed. Unless option 2 is chosen, there is a 50% chance that the Unbidden can spawn prior to the endgame start date; if so, every 5 years there is an 80% chance for the crisis to trigger, with that chance increasing significantly after the endgame start date. As such, it is helpful to delay excavating the archaeology site until such a time that the player can defeat the crisis.
Shallash[edit | edit source]
A system that can only spawn bordering the Xenophobic Isolationists may contain Shallash, a Tomb World orbited by 6 moons equidistantly that contains the Ruined Star System archaeology site that can be excavated. The system also contains multiple Minerals deposits. It is patrolled by a Xenophobic Isolationists battlecruiser.
Ruined Ringworld[edit | edit source]
![]() |
Available only with the Utopia DLC enabled. |
A random system in the galaxy will contain a ruined ringworld. As with all ruined megastructures the ringworld can be repaired if the empire has the Mega-Engineering technology.
If the Distant Stars DLC is also installed the star has a 50% chance to contain a unique level VI anomaly. Investigating it will add a deposit of +3
Physics to the star. If the empire is
Fanatic Purifiers or
Determined Exterminator it will gain 125-250
Influence and 100-500
Unity. Otherwise investigating the anomaly will bring the option to either:
- Issue a special project to thaw the clones. The project takes 30 days to complete and will create on a random world two Pops of a species
with the
Proles,
Strong,
Nerve Stapled and
Tomb World climate preference traits. If the empire has the
Devouring Swarm civic it will instead gain 350-2000
Food and 100-500
Unity.
- Leave the clones in stasis and a deposit of +4
Society Research to the star. If a ringworld segment is repaired and colonized the empire will get the option to either instantly thaw the clones and create on the colonized segment two Pops of a species
with the
Proles,
Strong,
Nerve Stapled and
Tomb World climate preference traits or leave the clones in stasis and add the
Cryonic Clones Monument planetary feature to the colonized segment.
C.A.R.E.[edit | edit source]
![]() |
Available only with the Ancient Relics DLC enabled. |
A random binary system in the galaxy might contain a Relic World. Surveying it will reveal the Planetary Machinery archaeological site that can be excavated.
Finishing the excavation will open a dialogue window with C.A.R.E. Interactive Interface. Agreeing to help it will issue the Develop A Cure For The Ferrophage Special Project. Finishing it takes 10 years and grants the Defragmentor Relic while the Relic World gains a permanent +10%
Energy from Jobs modifier. Refusing will grant 100
Influence instead.
Distant Stars systems[edit | edit source]
![]() |
Available only with the Distant Stars DLC enabled. |
Junk Ratlings[edit | edit source]
A random pulsar system in the galaxy might contain a Tomb World planet called Ruinous Core orbited by a Tomb World moon called Lost Encampment, as well as various debris throughout the system. A similar nearby system will contain three Tomb Worlds: Silent Colony, Decayed Hub and Crumbling Borough. A second nearby system will contain a Tomb World called Fallen Outpost. Unlike other Distant Stars systems, these systems will give a notification when one is entered for the first time. Surveying Ruinous Core will reveal a level II anomaly. Investigating it will grant a significant amount of Society research.
25 to 35 years after the first system has been entered a species called Ketling will emerge in any of the three systems that haven't been claimed by an empire. A special project will be added to investigate any Tomb World in one of those systems and doing so will grant a large amount of Society research.
Planets with Ketlings cannot be colonized but can be invaded. If invaded they will suffer a 10 years Culture Shock identical to invading an Early Space Age civilization.
Another 25 to 35 years after the Ketling have emerged they will become the Ketling Star Pack. All their planets will be filled with buildings and they will get 10 armies and a fleet of 8 cruisers, 8 destroyers and 10 corvettes. If any of their systems have been invaded or claimed with a starbase they will have a temporary −20 Opinion towards the Starbase's owner empire.
The exact delay of both the species emergence and the empire creation are set at the moment the preceding event occurs, so reloading a save prior to their appearance will not change the delay unless the save is far enough back.
Sea of Consciousness[edit | edit source]
A random binary star system might contain a size 24 Ocean World with a unique appearance that does not contain landmasses among other uninhabitable planets. The planet has no blockers and has a Betharian Fields planetary feature. It also has the unique
Sea of Consciousness planet modifier, whichis removed if the planet is terraformed into anything except a Continental or Gaia World.
Surveying the planet will reveal a level V anomaly. Investigating it will not grant anything to a Gestalt Consciousness empire but will grant other empires a moderate amount of
Society research and issue a special project that requires a starbase if there isn't one already. Within half a year after the special project is completed a scientist leader will request to leave for the planet and bring three options:
- Allow the scientist leader to leave. One year later the empire will gain a random
Psionics technology. If all technologies are researched it will instead grant a large amount of
Physics and
Society research.
- Disallow the scientist leader to leave. 3 months later the scientist will die. 10 years later the empire will gain a random
Psionics technology. If all technologies are researched it will instead grant a large amount of
Physics and
Society research.
- Remove the scientist Leader, ending the event chain.
- If the scientist is dead, you will get a random psionic technology in 10 years instead of 6 months.
Twin Tomb World Civilizations[edit | edit source]
This star system contains two Tomb Worlds, both with humanoid Bronze Age civilizations. Surveying the second Tomb World will reveal a level III anomaly. Investigating it will grant a moderate amount of Society research. The species are always the following:
This system will not spawn if primitives have been disabled.
Gish[edit | edit source]
A class B star system contains a Shielded World typically called Gish showing a desert planet underneath, although the name may vary. Surveying will reveal a level IV anomaly. Investigating it will bring the option to either:
- Repair the shield with a science ship to add a 8
Physics and 4
Society deposit to the world for a few decades.
- Interrupt the time loop with a science ship, gaining a small amount of
Physics research. There is a 50% chance of the world turning into a tomb world and a 50% chance of creating the Prikkiki-Ti empire.
- Leave the planet alone and gain 150 of
Physics and
Society research. Around a decade later the Prikkiki-Ti empire will emerge.
Paridayda[edit | edit source]
This system can only be found through the Ancient Hulk anomaly by choosing the option to search for the planet will start a special project. Finishing it will create a neighbor system and point to a Barren World inside. Choosing to investigate further when entering the system will start a special project to investigate the planet with a science ship. Finishing the special project takes 60 days and will reveal the planet as a size 25 Gaia World with the Stone Age Mardak Vol civilization and the unique Paridayda planet modifier.
A few days after the system has been claimed a species called the Vol will arrive with a fleet to purge the Mardak Vol. Accepting will destroy the civilization and add a removable blocker to the planet. Refusing will have the fleet attack the system. If their fleet is not defeated they will bombard the planet with the Armageddon stance. Once all Mardak Vol pops are killed by bombardment all tiles on the planet will get 4 removable blockers.
Accepting is the recommended course of action as not only does it avoid the fight but the Mardak Vol would take a long time to enlighten or remove Stellar Culture Shock and have the Gaia World climate preference. In addition if the planet is colonized the colonists will gain +10%
Happiness for 10 years.
Other systems[edit | edit source]
- Abandoned Observation Post
- This class F star system contains an Abandoned Observation Post orbiting a habitable world. Surveying the planet will reveal a level IV anomaly. Investigating it will bring the option to either:
- Abandoned Star Platform
- This system contains an Abandoned Star Platform orbiting a pulsar star. Surveying the star will reveal a level IV anomaly. Investigating it will bring the option to start a 60 days special project to either:
- Caretaker Escape Pod
- This binary star system has as its last planet a Gas Giant with escape pods in orbit. Surveying the planet will reveal a level III anomaly. Investigating it will bring the option to either ignore the pod for a small amount of
Influence or hail it and get the following options:
- Valid if AI is not outlawed: Accept Caretaker AX7-b as a leader, gaining a level 4 governor Leader.
- Valid if AI is not outlawed: Examine Caretaker AX7-b for a moderate amount of
Engineering research.
- Valid if AI is outlawed: Destroy the pod for a small amount of
Influence.
- Valid if
Machine Intelligence: Recycle Caretaker AX7-b for a small amount of
Minerals and
Engineering research.
- Gaia Civilization
- This class M star system contains a Gaia moon orbited by a derelict station. Surveying the moon will reveal a Stone Age
molluscoid civilization with the
Extremely Adaptive,
Slow Breeders,
Sedentary and
Gaia World climate preference traits, as well as a level VI anomaly. Investigating it will grant a significant amount of
Physics and
Society research. This system will not spawn if primitives have been disabled.
- Rudimentary Robots
- This star system contains a single habitable world with the
Metal Boneyards planetary feature among other uninhabitable planets. Surveying the planet will reveal a level I anomaly. Investigating it will add 3 or 4 robot Pops on the planet. After the planet is colonized you will be given the option to either:
- Regardless of the chosen option, around 5 years after the planet has been colonized a number of colonists will gain the Erratic Behavior modifier, giving −25% to
Happiness,
Governing Ethics Attraction and Resource Production, and a special project to investigate it will be added, costing 60
Society research. Finishing the research project grants a random
Biology technology. If the special project is not completed in 4 months three enraged colonists armies will form and attempt to occupy the planet.
- Superflares
- This class G star system contains a number of uninhabitable planets and a gas giant with multiple moons, one of them being a Tomb World with the unique
Irradiated Valley planetary feature. Another one of the planets is a frozen world with a level I anomaly. Investigating it will add a 4
Society deposit to the world. The star also has a 3
Physics deposit instead of a regular Energy one. A year after the planet is colonized a special project will be added to shield the colony with a science ship. The project takes 30 days to complete and gives the planet a +10%
Unity from Jobs modifier. The scientist will also gain the
Expertise: Field Manipulation trait. If the project is not started in 150 days one pop will die and the planet will get −10%
Habitability and −15%
Energy from Jobs for 20 years.
- The Veil
- This binary star system contains a planet that will appear either as a Gaia World or a Shrouded World. Surveying it will reveal the Phase-Shifted planet modifier (−50%
Planet Build Speed) and the only level X anomaly besides certain precursor anomalies in the game. Investigating it will describe how every 3 months the planet shifts between a Gaia World and a Shrouded World and grant a moderate amount of
Physics. Once the system has been claimed you will be given the option to either:
- Great Wound
- This system consists of a large central black hole orbited by several smaller ones. Three void cloud fleets with 20K power patrol the system. The central black hole has a guaranteed large deposit of 10 Dark Matter. Added since DS.
- Broken Ringworld
- A few segments of a broken ringworld orbiting a black hole, probably formed when the original star went supernova. Void clouds patrol the system, and Dark Matter can be found. Added since DS.
Privateers[edit | edit source]
- This system will not appear if the
Apocalypse DLC is enabled, Privateers being replaced by the Marauders.
A random system in the galaxy will be home to the Privateers, a group of 3 pirate fleets which must be defeated:
- Young Blood contains 12 corvettes and uses tier I components
- Scarred Veterans contains 4 corvettes, 16 destroyers and 20 cruisers, and uses tier II components
- Old Guard contains a battleship and uses tier III components
All fleets are balanced but have a slight bias towards armor components, making fleets with a slight bias towards energy weapons the counter. However the system's only resources are two asteroids with slightly higher Minerals deposits.
References[edit | edit source]
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics |
Governance | Empire • Government • Civics • Policies • Edicts • Leader • Factions • Technology • Traditions • Situations |
Economy | Economy • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |