Difference between revisions of "Celestial body"

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{{version|2.2}}
+
{{version|2.3}}
[[File:Trinary star system.png|thumb|320px|A trinary star system]]
+
{{Celestialbodynav}}
A '''celestial body''' is a named object (such as a planet or large asteroid) occurring within a star system. Celestial bodies may have [[resources]] which can be harvested by [[Construction#Mining stations|orbital stations]]. Planets may also be habitable and capable to be colonized by empires with the right suitability or technology.
+
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 resources, and the habitability percentage for each species in the player's empire. Additionally, surveying worlds has a chance to reveal [[anomalies]].
+
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, available 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|2.2}}
+
{{SVersion|2.3}}
 
=== Habitable worlds ===
 
=== 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 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 habitable worlds are divided equally into 3 climate categories: dry, frozen and wet.
+
A planet's habitability (and subsequent future terraforming costs) is determined by its climate system. The nine habitable worlds are divided equally into three climate categories: dry, frozen and wet.
  
 
{| class="mildtable sortable" width=100%
 
{| class="mildtable sortable" width=100%
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|- id="Gaia"
 
|- id="Gaia"
 
| [[File:Planet gaia.png|40px]] || Gaia
 
| [[File:Planet gaia.png|40px]] || Gaia
| [[File:ap world shaper.png|30px]] World Shaper ascension perk
+
| [[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|+5%}} Biological Pop Happiness<br>{{icon|pop resource output}} {{green|+10%}} Resources from Jobs
+
| {{icon|habitability}} {{green|100%}} Habitability<br>{{icon|happiness}} {{green|+10%}} Biological Pop Happiness<br>{{icon|pop resource output}} {{green|+10%}} Resources from Jobs
 
| The number of pre-generated Gaia worlds is limited.
 
| The number of pre-generated Gaia worlds is limited.
 
* The home systems of three of the Fallen Empires contain Gaia worlds.
 
* The home systems of three of the Fallen Empires contain Gaia worlds.
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|- id="Tomb"
 
|- id="Tomb"
 
| [[File:Planet nuked.png|40px]] || Tomb
 
| [[File:Planet nuked.png|40px]] || Tomb
| {{iconify|Armageddon bombardment|30px}}
+
| {{iconify|Armageddon bombardment|30px}}<br>{{iconify|Javorian Pox|30px}} bombardment
 
| {{icon|habitability}} {{red|0%}} Habitability
 
| {{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.
 
| 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.
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* Empires with the {{iconify|Determined Exterminator}} civic start on a Tomb World as well.
 
* 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.
 
* 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"
 
|- id="Hive"
 
| [[File:Planet infested.png|40px]] || Hive
 
| [[File:Planet infested.png|40px]] || Hive
Line 97: Line 120:
 
* Cannot support Agriculture Districts.
 
* 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.
 
* 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.
 
 
|}
 
|}
  
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* {{iconify|Volatile Motes}}?
 
* {{iconify|Volatile Motes}}?
 
| ''A large asteroid covered in some kind of crystalline outcroppings.''
 
| ''A large asteroid covered in some kind of crystalline outcroppings.''
 +
----
 +
* May contain [[Spaceborne aliens|Asteroid Hives]]
 
|- id="Barren"
 
|- id="Barren"
 
| [[File:Planet barren.png|link=Barren|40px]] || Barren World
 
| [[File:Planet barren.png|link=Barren|40px]] || Barren World
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|- id="Broken"
 
|- id="Broken"
 
| width=2% | [[File:Planet barren.png|link=Broken|40px]] || Broken
 
| width=2% | [[File:Planet barren.png|link=Broken|40px]] || Broken
| Rare planets that are as useless as they are 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.''
 
| ''World devastated by some cataclysmic event. Whatever properties it may once have had are no longer discernible.''
 
|- id="Cracked"
 
|- id="Cracked"
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=== Habitable Megastructures ===
 
=== Habitable Megastructures ===
Habitable Megastructures are entirely artificial and feature 100% {{iconify|habitability}} for every species and have no colonization cost as long as they are within borders.
+
Habitable Megastructures are entirely artificial. They feature 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%
 
{| class="mildtable" width=100%
 
! Type
 
! Type
 
! Size
 
! Size
 
! Notes
 
! Notes
! width=34% | Description
+
! width=45% | Description
 
|- id="Habitat"
 
|- id="Habitat"
 
| [[File:Planet habitat.png|link=Habitat|40px]] 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
+
| 6
 
|  
 
|  
* Requires the [[File:ap voidborn.png|21px]] Voidborn ascension perk
+
* Requires the Habitat technology
* Uses a unique set of Districts that provides more specialized jobs but cannot produce {{icon|food}}{{icon|minerals}}{{icon|energy credits}} basic resources
+
* Has 3 types of [[Planetary_management#Habitat_districts|Districts]], with a fourth one being available if build over a planet with a resource deposit
* {{icon|gestalt consciousness}}Uses a unique set of Districts that provides research and tech-drone jobs but cannot produce {{icon|food}} food and {{icon|minerals}} minerals.
 
 
| ''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.''
 
| ''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"
 
|- id="Ring World"
 
| [[File:Planet ringworld.png|link=Ring World|40px]] Ring World
 
| [[File:Planet ringworld.png|link=Ring World|40px]] Ring World
| 50
+
| 5
 
|  
 
|  
* Ringworlds cannot have Mining Districts
+
* Ring World districts, called [[Planetary_management#Ring_World_districts|segments]], typically have {{green|+20}} free {{iconify|Housing}}
 
* Intact Ring Worlds are found only in the the Sanctuary system and the Ancient Caretakers home system.
 
* 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
 
* Can be repaired from broken segments with the {{iconify|Mega-Engineering|21px}} technology
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----
 
----
 
* {{icon|sublight speed}} {{red|+50%}} Sublight Speed Reduction
 
* {{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 ==
 
== Celestial body modifiers ==
{{SVersion|2.2}}
+
{{SVersion|2.3}}
 
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.
 
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"
 
{| class="mildtable plainlist"
Line 1,097: Line 414:
 
|- id="Tidal Locked"
 
|- id="Tidal Locked"
 
| [[File:PM Tidal Locked.png]] || Tidal Locked
 
| [[File:PM Tidal Locked.png]] || Tidal Locked
| {{icon|district cap}} {{red|−50%}} Max Districts
+
| {{icon|district cap}} {{red|−30%}} Max Districts
 
| x3 if moon
 
| x3 if moon
 
| {{iconify|No}}
 
| {{iconify|No}}
Line 1,136: Line 453:
 
* {{icon|governing ethics attraction}} {{red|−30%}} Government Ethics Attraction
 
* {{icon|governing ethics attraction}} {{red|−30%}} Government Ethics Attraction
 
|  
 
|  
| {{iconify|Machine World}} only
+
| [[File:Planet ai.png|24px]] Machine World<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.''
 
| ''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"
 
|- id="Hazardous Weather"
Line 1,168: Line 485:
 
* {{icon|district cap}} {{green|+2}} Max Districts
 
* {{icon|district cap}} {{green|+2}} Max Districts
 
|  
 
|  
 +
* x2 if {{iconify|Planet Size}} > 19
 
* x0 if {{iconify|Planet Size}} < 12
 
* x0 if {{iconify|Planet Size}} < 12
 
* x0 if {{iconify|Low Gravity}}
 
* x0 if {{iconify|Low Gravity}}
Line 1,208: Line 526:
 
* {{icon|governing ethics attraction}} {{red|−20%}} Government ethics attraction
 
* {{icon|governing ethics attraction}} {{red|−20%}} Government ethics attraction
 
|  
 
|  
| {{iconify|Machine World}} only
+
| [[File:Planet ai.png|24px]] Machine World<br>[[File:Planet infested.png|24px]] Hive world
 
| ''Something in the air of this planet seems to put people in the mood to reproduce.''
 
| ''Something in the air of this planet seems to put people in the mood to reproduce.''
 
|- id="Carbon World"
 
|- id="Carbon World"
Line 1,221: Line 539:
 
* {{icon|pop min}} {{green|+25%}} Minerals from Jobs
 
* {{icon|pop min}} {{green|+25%}} Minerals from Jobs
 
* {{icon|max mining districts}} {{green|+8}} Max Mining Districts
 
* {{icon|max mining districts}} {{green|+8}} Max Mining Districts
| x8 if {{iconify|High Gravity}}
+
|  
 +
* x8 if {{iconify|High Gravity}}
 +
* x0 if {{iconify|Carbon World}}
 
| {{iconify|No}}
 
| {{iconify|No}}
 
| ''The exceptional quality of the minerals in this planet's crust provides a truly staggering opportunity for mining.''
 
| ''The exceptional quality of the minerals in this planet's crust provides a truly staggering opportunity for mining.''
Line 1,254: Line 574:
 
* x2 if {{iconify|Low Gravity}}
 
* x2 if {{iconify|Low Gravity}}
 
* x0 if {{iconify|Bleak}}
 
* x0 if {{iconify|Bleak}}
| {{iconify|Machine World}} only
+
| [[File:Planet ai.png|24px]] Machine World<br>[[File:Planet infested.png|24px]] Hive world
 
| ''Life thrives here, the fauna is plentiful and the flora grows rapidly.''
 
| ''Life thrives here, the fauna is plentiful and the flora grows rapidly.''
 
|- id="Natural Beauty"
 
|- id="Natural Beauty"
Line 1,262: Line 582:
 
* {{icon|migration attraction}} {{green|+25%}} Migration Pull
 
* {{icon|migration attraction}} {{green|+25%}} Migration Pull
 
| x3 if [[File:Planet gaia.png|28px]] Gaia
 
| x3 if [[File:Planet gaia.png|28px]] Gaia
| {{iconify|Machine World}} only
+
| [[File:Planet ai.png|24px]] Machine World<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.''
 
| ''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="Strong Magnetic Field"
Line 1,296: Line 616:
 
|- id="Holy World"
 
|- id="Holy World"
 
| [[File:PM Holy Planet.png]] || Holy World
 
| [[File:PM Holy Planet.png]] || Holy World
|  
+
| {{icon|opinion}} {{red|−200}} Opinion with FE if colonized
* {{icon|opinion}} {{red|−200}} Opinion with FE if colonized
 
* {{icon|opinion}} {{green|+50}} Opinion with FE if hallowed
 
 
|  
 
|  
 
* Prophets Retreat
 
* Prophets Retreat
Line 1,316: Line 634:
 
| {{iconify|No}}
 
| {{iconify|No}}
 
| ''A paradiasaical world of unparalleled beauty.''
 
| ''A paradiasaical world of unparalleled beauty.''
 +
|}
 +
 +
=== Event Modifiers ===
 +
These planet modifiers can only be added by events.
 +
{| class="mildtable plainlist"
 +
! width="1%" | !! Modifier
 +
! Effects
 +
! Event
 +
! width="50%" | Description
 +
|-
 +
| [[File:PM Hollow Planet.png]] || Subterranean Civilization
 +
|
 +
* {{icon|pop soc}} {{green|+10%}} Society from Jobs
 +
| Seismic Disturbances<br>(Establish Communications Special Project)
 +
| ''A subterranean alien civilization on this world enjoys a good relationship with the colonists on the surface, and both parties frequently engage in trade and cultural exchanges.''
 +
|-
 +
| [[File:PM Hollow Planet.png]] || Subterranean Cities
 +
|
 +
* {{icon|district cap}} {{green|+3}} Max Districts
 +
| Seismic Disturbances<br>(Preemptive Strike Special Project)
 +
| ''A indigenous subterranean civilization that once lived on this world has been exterminated, and colonists are now free to expand into their abandoned underground cities.''
 +
|-
 +
| [[File:PM Lush.png]] || Ancient Terraforming
 +
|
 +
* {{icon|growth speed}} {{green|+20%}} Pop Growth Speed
 +
| Abandoned Terraforming Equipment<br>(Resume Process Special Project)
 +
| ''Ancient terraforming techniques have turned this world into a lush paradise.''
 +
|-
 +
| [[File:PM Asteroid Impacts.png]] || Abandoned Terraforming Project
 +
|
 +
* {{icon|pop food}} {{red|-20%}} Food from Jobs
 +
* {{icon|happiness}} {{red|-10%}} Happiness
 +
| Abandoned Terraforming Equipment<br>(Dismantle Equipment Special Project)
 +
| ''This world was partially terraformed thousands of years ago, but the process was interrupted for unknown reasons. The result is a highly unstable climate system and biosphere.''
 +
|-
 +
| [[File:PM Factory.png]] || Surviving Infrastructure
 +
|
 +
* {{icon|building cost}} {{green|-25%}} District Cost
 +
| Surviving Infrastructure
 +
| ''There is still a significant amount of infrastructure left on this world, built by its original inhabitants before they destroyed themselves in a nuclear war. This will aid in the construction of new buildings.''
 +
|-
 +
| [[File:PM Factory.png]] || Loop Temple Visitor Center
 +
|
 +
* {{icon|happiness}} {{green|+5%}} Happiness
 +
| The Loop Temple: Time and Stone
 +
| ''Cheery, efficient staff guided tours past primordial sigils bright under floodlights and marked with helpful plaques.''
 +
|-
 +
| [[File:PM Factory.png]] || Loop Temple Pilgirms' Way
 +
|
 +
* {{icon|happiness}} {{green|+10%}} Happiness
 +
| The Loop Temple: Time and Stone<br>{{icon|fanatic spiritualist}}{{iconify|Spiritualist}} option
 +
| ''Once again, the basalt arches whisper with the hushing of feet and the echo of prayers.''
 +
|-
 +
| [[File:PM assist research.png]] || Superflare Shielding
 +
|
 +
* {{icon|unity}} {{green|+10%}} Unity from Jobs
 +
| 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.''
 +
|}
 +
 +
=== Anomaly Modifiers ===
 +
{{expansion|dst}}
 +
These planet modifiers can only be added by random anomalies.
 +
{| class="mildtable plainlist"
 +
! width="1%" | !! Modifier
 +
! Effects
 +
! Description
 +
|-
 +
| [[File:PM Lush.png]] || Ancient Harvesters
 +
|
 +
* {{icon|pop food}} {{green|+20%}} Food from Jobs
 +
| ''Ancient solar-powered harvesters assist in gathering the planet's crops''
 +
|-
 +
| [[File:PM dead god.png]] || Dead god
 +
|
 +
* {{icon|spiritualist}} {{green|+200%}} Spiritualist Ethics Attraction
 +
| ''The corpse of some gargantuan alien creature keeps silent vigil in orbit over this planet.''
 +
|-
 +
| [[File:PM Ultra Rich.png]] || Resonant Crystals
 +
|
 +
* {{icon|governing ethics attraction}} {{green|+33%}} Governing Ethics Attraction
 +
* {{icon|happiness}} {{green|+10%}} Happiness
 +
| ''The resonant crystals that line this planet's tectonic crust resonate at a medically therapeutic frequency for our species.''
 +
|-
 +
| [[File:PM Ultra Rich.png]] || Soothing Magnetism
 +
|
 +
* {{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''
 
|}
 
|}
  

Revision as of 19:12, 12 September 2019

Version

Outliner top.png
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 2.3.

This article is for the PC version of Stellaris only.

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 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, available districts, 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.

Classification

Habitable worlds

For the various specialized colony types, see Planetary management § Designation.

A habitable world is any celestial body that can harbor advanced organic life. These are the only worlds that can be colonized and 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 nine habitable worlds are divided equally into three climate categories: dry, frozen and wet.

Type Climate Description
Planet arid.png Arid Dry Dry, rocky world with a nitrogen-oxygen atmosphere. The dust-covered terrain consists largely of mesas and canyons. Forests can be found in the more temperate polar regions, but vegetation is otherwise scarce.
Planet desert.png Desert Dry Dry, rocky world with a nitrogen-oxygen atmosphere. Precipitation and major bodies of surface water are relatively rare. Significant temperature variations between day and night cycles. Vegetation is scarce, but even moderate precipitation can make the desert bloom.
Planet savannah.png Savanna Dry Rocky world dominated by dry, arid plains covered by a nitrogen-oxygen atmosphere. The small hydrosphere allows for brief wet seasons, but aside from a few ubiquitous grasses vegetation is largely concentrated around shallow oases.
Planet alpine.png Alpine Frozen Mountainous world with a nitrogen-oxygen atmosphere. Snow covers the mountaintops and frozen-over lakes dot the valleys. While the planet experiences the minimal seasonal variations, the still-liquid water beneath the frozen surface of the lakes is enough to sustain some hardy vegetation.
Planet arctic.png Arctic Frozen Frigid, rocky world with a nitrogen-oxygen atmosphere. The poles are big, and significant water deposits can be found permanently frozen as glacial ice. However, the planet experiences seasonal variations and the equatorial band is covered by vegetation.
Planet tundra.png Tundra Frozen Cold and rocky world with a nitrogen-oxygen atmosphere. Permafrost covers most of the surface except for the more temperate equatorial regions. A stable biosphere exists but vegetation is mostly limited to mosses and lichens.
Planet continental.png Continental Wet Rocky world with a nitrogen-oxygen atmosphere. Active and stable hydrosphere. Great landmasses are separated by oceans, with large climate variations depending on latitude and precipitation.
Planet ocean.png Ocean Wet Rocky world with a nitrogen-oxygen atmosphere and a significant hydrosphere. Oceans cover more than 90% of the surface, with scattered islands making up the remaining percentage.
Planet tropical.png Tropical Wet Humid, rocky world with a thick nitrogen-oxygen atmosphere. Seasons with significant precipitation are interchanged with drier periods. Most landmasses are covered in dense vegetation.
Special habitable worlds
Type Terraforming requirements Pop effects Notes
Planet gaia.png Gaia Ap world shaper.png World Shaper ascension perk
Decision resort colony.png Nu-Baol Life-Seeding decision
Cannot be terraformed again
Mod habitability.png 100% Habitability
Mod pop happiness.png +10% Biological Pop Happiness
Mod pop resource output.png +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.
  • A size 25 Gaia world called Zannam will occasionally spawn in a galaxy. It is defended by the Guardians of Zanaam.
  • Four Gaia worlds with special names - Prophets Retreat, Walled Garden, Emerald Mausoleum, Pristine Jewel - border the systems of the Holy Guardians. They have the Holy World modifier and colonizing them will incur their ire. Destroying them will even awaken the Fallen Empire.
  • Empires with the Civic life seeded.png Life-Seeded civic will start on a Size 25 Gaia world. Their species' climate preference will also be changed to Trait pc gaia preference.png Gaia World.
  • A Gaia world is located in the Sealed Wormhole system and requires defeating the Corrupted Avatar to claim the system.
  • One of the outcomes of the Stellarite Devourer event chain will turn a frozen planet in its home system into a Gaia world.
  • A system containing a size 25 Gaia world called Paridayda can be spawned as part of the Paradise Lost event. It has no natural resources but comes with a unique planet modifier granting various bonuses.
  • A Gaia can be found in a special binary system. Every 3 months it changes between Gaia and Shrouded but claiming the system will allow the creation of a Special Project to permanently set the planet to a Gaia world.
Planet nuked.png Tomb Bombardment armageddon.png Armageddon bombardment
Bombardment full.png Javorian Pox bombardment
Mod habitability.png 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.
  • Pre-FTL civilizations in the Atomic or Early Space Age have a small chance of starting a nuclear war and turning the planet into a Tomb World.
  • Empires with the Civic post apocalyptic.png Post-Apocalyptic civic start on a Tomb World and get the Trait survivor.png Survivor trait, granting them Mod habitability.png +70% Tomb World Habitability as well as Mod leader age.png +10 Years Leader Lifespan.
  • Empires with the Civic machine terminator.png Determined Exterminator civic start on a Tomb World as well.
  • Colonizing a Tomb World will displease the Faction icons traditionalists.png Traditionalist faction, unless the empire has the Civic post apocalyptic.png Post-Apocalyptic civic.
Planet city.png Ecumenopolis Decision arcology project.png Arcology Project decision
Decision arcology project.png Restore Ecumenopolis decision
Cannot be terraformed again
  • Mod habitability.png 100% Habitability
  • Mod pop resource output.png +20% Resources from Jobs
  • Mod pop growth req.png +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 Housing.png 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 Gestalt consciousness.png Gestalt Consciousnesses or have the Civic agrarian idyll.png Agrarian Idyll civic cannot take the ascension perk but can still use conquered Ecumenopolis Worlds.
  • Requires the MegaCorp.png Megacorp DLC.
Planet nuked.png Relic No.png Mod habitability.png 80% Habitability Relic Worlds can be found in the First League precursors home system or in various systems added in the Ancient Relics.png Ancient Relics DLC.
  • Relic Worlds contain unique Planetary Features that grant bonuses to Research.png Research output. However most of the surface is covered by Blockers that are expensive to remove.
  • Relic Worlds have the aforementioned Decision arcology project.png 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.
Planet infested.png Hive Ap hive worlds.png Hive Worlds ascension perk Mod habitability.png 100% Habitability if Hive-minded.png Hive-Minded
Mod habitability.png 0% Habitability if not Hive-minded.png Hive-Minded
Mod pop resource output.png +10% Resources from Jobs
  • All normal planetary features are removed. Number of resource districts no longer limited by features. Planetary Prospecting decision disabled.
Planet ai.png Machine Ap machine worlds.png Machine Worlds ascension perk Mod habitability.png 100% Habitability if Trait mechanical.png Mechanical
Mod habitability.png 0% Habitability if not Trait mechanical.png Mechanical
Mod pop resource output.png +10% Resources from Jobs
  • All normal planetary features are removed. Number of resource districts no longer limited by features. Planetary Prospecting decision disabled.
  • 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.

Uninhabitable celestial bodies

All non-star celestial bodies that cannot harbor advanced organic life are classified as uninhabitable. These worlds can't be colonized or terraformed, but can still be lucrative sources of common and strategic resources.

Type Potential Common Resources Potential Strategic Resources Description
Planet asteroid.png Asteroid
  • Minerals.png Minerals
  • Volatile motes.png Volatile Motes
A larger asteroid or planetoid standing out in the dense cluster of smaller bodies.
Planet asteroid.png Ice Asteroid
  • Minerals.png Minerals
  • Rare crystals.png Rare Crystals
A larger asteroid or planetoid composed primarily of frozen H2O.
Planet asteroid.png Crystalline Asteroid
  • Minerals.png Minerals
  • Volatile motes.png Volatile Motes?
A large asteroid covered in some kind of crystalline outcroppings.
Planet barren.png Barren World
  • Minerals.png Minerals
  • Physics Research Physics Research
Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and completely devoid of life.
  • Can be terraformed if terraforming candidate modifier exists
Planet barren cold.png Barren World
(Cold)
  • Minerals.png Minerals
  • Physics Research Physics Research
Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and completely devoid of life.
  • Can be terraformed if terraforming candidate modifier exists
Planet frozen.png Frozen World
  • Minerals.png Minerals
  • Engineering Research Engineering Research
  • Rare crystals.png Rare Crystals
Rocky world covered in a thick layer of permanently frozen ice. Low temperatures and a very thin atmosphere precludes the existence of life on the surface.
Planet gas giant.png Gas Giant
  • Energy Credits.png Energy
  • Engineering Research Engineering Research
  • Exotic gases.png Exotic Gases
  • Zro.png Zro
Gaseous planet with an atmosphere primarily composed of hydrogen and helium surrounding a dense core.
Planet molten.png Molten World
  • Energy Credits.png Energy
  • Minerals.png Minerals
  • Engineering Research Engineering Research
  • Volatile motes.png Volatile Motes
Rocky world that is scorching hot. The atmosphere is thin or non-existent, and lava from the interior flows freely due to constant volcanic eruptions. This type of planet cannot sustain organic life.
Planet toxic.png Toxic World
  • Minerals.png Minerals
  • Society Research Society Research
  • Exotic gases.png Exotic Gases
  • Zro.png Zro
A rocky planet with a thick atmosphere that is lethal to all known higher forms of life.

Special worlds

A special world is any celestial body that does not follow the standard rules of procedural generation and are, in many cases, only created by events.

Type Notes Description
Planet ai.png AI These planets are created by the Contingency. They are similar in appearance to Machine worlds, but are not habitable at all. Successful bombardment turns the planet into a broken world. Rocky world covered with artificial structures. The thin atmosphere consists mostly of industrial pollutants. There are strong energy emissions coming from across the entire surface, but no organic life signs.
Planet barren.png 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.
Planet barren.png Cracked Created by the hatching of the Voidspawn, destroying the existing colony. Has a deposit of 20 Society Research Society. The cracked shards of an enormous planet-sized egg.
Planet infested.png Infested Created when habitable worlds are infested by the Prethoryn Swarm. Successful bombardment turns the planet into a barren world that can be terraformed. The surface of this world is covered by some kind of biological contaminant.
Planet toxic.png Nanite Found in the L-Cluster, with half of the outcomes giving them the Terraforming Candidate modifier once the nanite factory is destroyed. A chaotic and inhospitable world, disfigured according to some mad design.
Planet barren.png Shattered Created when a planet is destroyed with a World Cracker. The Shattered world will get a deposit of between 4 and 16 Minerals.png Minerals. The charred, broken remnants of what was once a planet. A massive energy surge has detonated this world's core, leaving only slabs of rock.
Planet arid.png Shielded Found inside Militant Isolationists Fallen Empire territory. The shield can be brought down through a special project, with different possible outcomes (mothballed fallen empire ships, a captive admiral or a group of Void Clouds). They can also be created using the Global Pacifier Colossus weapon, but these worlds cannot then be un-shielded. This entire world is encased in some kind of impenetrable energy barrier. It blocks all scans of the surface.
Planet shroud.png Shrouded Created by the End of the Cycle or when the Eater of Worlds is ravenous. Cannot be recovered. A few shrouded world can be found in some special systems. Our sensors are unable to penetrate the thick fog surrounding the planet. Ships that enter it do not return.

Habitable Megastructures

Habitable Megastructures are entirely artificial. They feature the same Mod habitability.png habitability for every species, have unique Districts and have no colonization cost as long as they are within borders.

Type Size Notes Description
Planet habitat.png Habitat 6
  • Requires the Habitat technology
  • Has 3 types of Districts, with a fourth one being available if build over a planet with a 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.
Planet ringworld.png Ring World 5
  • Ring World districts, called segments, typically have +20 free Housing.png 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 Tech mega engineering.png Mega-Engineering technology
  • Can be built in uninhabited systems after taking the Ap galactic wonders.png Galactic Wonders ascension perk
  • Segments destroyed by a crisis or World Cracker cannot be repaired
An immense band encircling the system's sun. Built to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence.

Stars

A star is a celestial body that composes the center of a star system and influences the generation of the solar system. They are classified based on their spectral characteristics. Less common stars also have a negative effect on all ships in the system, making certain tactics less effective in battle.

Most systems have only one star but a few have two or three stars, either orbiting each other with the planets around them or far enough from each other that a few planets orbit each star.

Type Potential Resources Description
B Star.png Class B
  • Energy Credits.png Energy
  • Physics Research Physics
The large class B main-sequence stars are very bright and blue. Although somewhat rare, the luminosity of these stars make them among the most visible to the naked eye.
A Star.png Class A
  • Energy Credits.png Energy
  • Physics Research Physics
These relatively young white or bluish-white main-sequence stars are typically among the most visible to the naked eye. They are large and rotate very quickly, but will eventually evolve into slower and cooler red giants.
F Star.png Class F
  • Energy Credits.png Energy
  • Physics Research Physics
F-type stars are fairly large and often referred to as yellow-white dwarves. Although they often emit significant amounts of UV radiation, their wide habitable zones have a good chance of supporting life-bearing worlds.
G Star.png Class G
  • Energy Credits.png Energy
  • Physics Research Physics
Often referred to as yellow dwarves, G-type stars actually range in color from white to slightly yellow. Main-sequence stars fuse hydrogen for roughly 10 billion years before they expand and become red giants. Although their lifespans are shorter than K-type stars, worlds inside the habitable zone of a G star often enjoy optimal conditions for the development of life.
K Star.png Class K
  • Energy Credits.png Energy
  • Physics Research Physics
These main-sequence stars, sometimes referred to as orange dwarves, are a fairly common sight. They are stable on the main-sequence for up to 30 billion years, meaning that worlds orbiting a K-type star have a longer than average window to evolve life.
M Star.png Class M
  • Energy Credits.png Energy
  • Physics Research Physics
The most common stars in the universe, often referred to as red dwarves. Their low luminosity means they are difficult to observe with the naked eye from afar. Although they typically have an extremely long lifespan, red dwarves emit almost no UV light resulting in unfavorable conditions for most forms of life.
M Red Giant Star.png Class M Red Giant
  • Energy Credits.png Energy
  • Physics Research Physics
With a large radius and comparatively low surface temperature, red giants are stars of moderate mass in a late stage of stellar evolution. Their expanded stellar atmosphere and high luminosity make for distant habitable zone orbits.
T Star.png Class T Brown Dwarf
  • Energy Credits.png Energy
  • Physics Research Physics
Brown dwarfs are substellar objects that lack the mass to sustain hydrogen fusion. Roughly the size of large gas giants, they have a much greater density. Their low luminosity and comparatively small heat generation means that planets orbiting them are unlikely to support life.
Pulsar.png Pulsar
  • Engineering Research Engineering
  • Physics Research Physics
Pulsars are highly magnetized neutron stars that emit beams of electromagnetic radiation. As the star rotates, the radiation beam is only visible when it is pointing directly at the observer. This results in a very precise interval of pulses, which sometimes is so exact that it can be used to measure the passage of time with extreme accuracy. The radiation emitted by pulsars interferes with deflector technology, rendering ship and station shields inoperable.
  • Mod ship shield hp mult.png +100% Shield Nullification
Black Hole.png Black Hole
  • Engineering Research Engineering
  • Physics Research Physics
  • Dark Matter.png Dark Matter
Typically formed as a result of the collapse of a very massive star at the end of its life cycle, black holes have extremely strong gravity fields that prevent anything - including light - from escaping once the event horizon has been crossed. The gravitational waves emitted by black holes interfere with FTL drives, making it harder for ships to escape from combat.
  • Mod ship disengagement.png +50% Disengagement Chance Reduction
  • Mod ship speed mult.png +50% Emergency FTL Jump Cooldown
  • Observatory.png Allows starbases to construct the Black Hole Observatory building.
Neutron Star.png Neutron Star
  • Engineering Research Engineering
  • Physics Research Physics
These incredibly dense stellar remnants are sometimes created when a massive star suffers a rapid collapse and explodes in a supernova. Although their diameter is typically as little as ten kilometers, their mass is many times greater than an average G-type star. The gravitational waves and radiation emitted by Neutron Stars must be carefully navigated around, slowing the sublight speed of ships.
  • Mod ship speed mult.png +50% Sublight Speed Reduction

Celestial body modifiers

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.

Modifier Effects Spawn chance Removed by terraforming Description
PM Bleak.png Bleak
  • Mod habitability.png −5% Habitability
  • Pop resource food mult.png −10% Food from Jobs
  • Mod district farming max.png −2 Max Agriculture Districts
  • x0 if Planet tropical.png Tropical
  • x0 if PM Lush.png Lush
Yes.png Yes Life struggles to survive here, and while some clings to a tenacious existence it is anemic and sickly.
PM Irradiated.png Irradiated
  • Mod habitability.png −10% Habitability
  • Mod pop happiness.png −20% Biological Happiness
  • Pop resource food mult.png −50% Food from Jobs
  • Mod district farming max.png −6 Max Agriculture Districts
  • Mod district mining max.png +2 Max Mining Districts
Yes.png Yes Some long-ago calamity rendered this planet rather heavily irradiated.
PM Mineral Poor.png Poor Quality Minerals
  • Pop resource minerals mult.png −25% Minerals from Jobs
  • Mod district mining max.png −3 Max Mining Districts
  • x4 if PM Low Gravity.png Low Gravity
  • x0 if PM Carbon World.png Carbon World
No.png No It is unknown if this planet simply formed this way, or if some unknown race once stripped it of its more valuable resources. However, we do know that the minerals present on this planet are of unusally poor quality.
PM Tidal Locked.png Tidal Locked Mod planet max districts add.png −30% Max Districts x3 if moon No.png No This world is tidally locked around its star, meaning that one side always has daylight while the other is locked in eternal darkness. If life exists here, it is likely limited to the twilight regions where the two sides meet.
PM Unstable Tectonics.png Unstable Tectonics
  • Mod habitability.png −10% Habitability
  • Mod pop happiness.png −5% Happiness
  • Pop resource engineering research mult.png +20% Engineering from Jobs
x4 if PM High Gravity.png High Gravity No.png No This world has very unstable plate tectonics and is prone to massive earthquakes and volcanic activity.
PM Weak Magnetic Field.png Weak Magnetic Field
  • Mod habitability.png −5% Habitability
  • Mod pop growth req.png −5% Pop Growth speed
  • x2 if PM Low Gravity.png Low Gravity
  • x0 if PM Strong Magnetic Field.png Strong Magnetic Field
No.png No Although habitable, this world has a weak or non-existent magnetic field that offers little protection against cosmic radiation.
PM Asteroid Impacts.png Asteroid Impacts
  • Mod habitability.png −5% Habitability
  • Pop resource minerals mult.png +5% Minerals from Jobs
  • Mod district mining max.png +2 Max Mining Districts
No.png No The orbital path this world takes around its star is littered with small asteroids, meteors, and comet swarms. Large impacts on the surface occur at an alarming frequency.
PM Atmospheric Hallucinogen.png Atmospheric Hallucinogen
  • Mod pop happiness.png +5% Biological Pop Happiness
  • Pop resource physics research mult.png +10% Physics from Jobs
  • Mod pop government ethic attraction.png −30% Government Ethics Attraction
Planet ai.png Machine World
Planet infested.png 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.
PM Hazardous Weather.png Hazardous Weather
  • Mod habitability.png −10% Habitability
  • Mod pop happiness.png −5% Happiness
  • Pop resource energy mult.png +20% Energy from Jobs
  • Mod district generator max.png +4 Max Generator Districts
Yes.png Yes This world suffers from unstable weather patterns, with violent storms frequently appearing out of nowhere to wreak havoc on the surface.
PM Dangerous Wildlife.png Hostile Fauna
  • Mod habitability.png −10% Habitability
  • Mod pop happiness.png −5% Happiness
  • Pop resource society research mult.png +20% Society From Jobs
  • x2 if PM Lush.png Lush
  • x2 if PM High Gravity.png High Gravity
  • x2 if PM Titanic Life.png Titanic Life
Yes.png Yes This world has evolved extremely Hostile Fauna, and the surface is rife with lethal predators waiting to ambush their next meal. Their biology offers great research opportunities, however.
PM High Gravity.png High Gravity
  • Mod planet building cost mult.png +10% Building cost
  • Mod planet building cost mult.png +10% District cost
  • Mod habitability.png −5% Habitability
  • Mod planet max districts add.png +2 Max Districts
  • x2 if Planet Size.png Planet Size > 19
  • x0 if Planet Size.png Planet Size < 12
  • x0 if PM Low Gravity.png Low Gravity
No.png No This planet is unusually dense and so has uncomfortably high gravity.
PM Low Gravity.png Low Gravity
  • Mod planet building cost mult.png −10% Building cost
  • Mod habitability.png −5% Habitability
  • x0.5 if Planet Size.png Planet Size >19
  • x0 if PM High Gravity.png High Gravity
No.png No This planet has an unusually low density and therefore much lower gravity than most planets of comparable size.
PM Wild Storms.png Wild Storms
  • Mod habitability.png −5% Habitability
  • Mod pop happiness.png −5% Happiness
  • Pop resource physics research mult.png +20% Physics from Jobs
Yes.png Yes Spectacular electrical storms wrack this planet's atmosphere on a semi-regular basis.
PM Asteroid Belt.png Asteroid Belt
  • Pop resource minerals mult.png +10% Minerals from Jobs
  • Mod district mining max.png +3 Max Mining Districts
  • x0 if moon
  • x2 if PM Low Gravity.png Low Gravity
No.png No Perhaps this planet once had a moon which was destroyed in some calamity, or perhaps its orbital debris never fully coalesced in the first place. Whatever the cause, this planet is surrounded by a belt of small asteroids.
PM Atmospheric Aphrodisiac.png Atmospheric Aphrodisiac
  • Mod habitability.png +5% Habitability
  • Mod pop growth req.png +10% Pop Growth speed
  • Mod pop government ethic attraction.png −20% Government ethics attraction
Planet ai.png Machine World
Planet infested.png Hive world
Something in the air of this planet seems to put people in the mood to reproduce.
PM Carbon World.png Carbon World Pop resource minerals mult.png +15% Minerals from Jobs x0 if not Planet barren.png Barren No.png No This world has been formed mostly out of carbon, and contains little oxygen.
PM Ultra Rich.png Exceptional Quality Minerals
  • Pop resource minerals mult.png +25% Minerals from Jobs
  • Mod district mining max.png +8 Max Mining Districts
  • x8 if PM High Gravity.png High Gravity
  • x0 if PM Carbon World.png Carbon World
No.png No The exceptional quality of the minerals in this planet's crust provides a truly staggering opportunity for mining.
PM Extensive Moon System.png Extensive Moon System
  • Pop resource minerals mult.png +10% Minerals from Jobs
  • Mod district mining max.png +1 Max Mining Districts
  • x0 if not Planet gas giant.png Gas Giant
  • x0 if no moons
No.png No This gas giant has an unusually large amount of natural satellites. Hundreds of small moons and moonlets orbit the planet.
PM Mineral Rich.png High Quality Minerals
  • Pop resource minerals mult.png +15% Minerals from Jobs
  • Mod district mining max.png +4 Max Mining Districts
  • x4 if PM High Gravity.png High Gravity
  • x0 if PM Carbon World.png Carbon World
No.png No An abundance of high quality minerals in this planet's crust makes mining here a lucrative business.
PM Lush.png Lush
  • Mod habitability.png +10% Habitability
  • Pop resource food mult.png +20% Food from Jobs
  • Mod district farming max.png +4 Max Agriculture Districts
  • x3 if Planet gaia.png Gaia
  • x2 if PM Low Gravity.png Low Gravity
  • x0 if PM Bleak.png Bleak
Planet ai.png Machine World
Planet infested.png Hive world
Life thrives here, the fauna is plentiful and the flora grows rapidly.
PM Natural Beauty.png Natural Beauty
  • Mod pop happiness.png +5% Happiness
  • Mod planet migration all pull.png +25% Migration Pull
x3 if Planet gaia.png Gaia Planet ai.png Machine World
Planet infested.png Hive world
The scenery on this planet is simply beautiful, anyone living on this planet will be constantly finding new wonders to behold.
PM Strong Magnetic Field.png Strong Magnetic Field
  • Pop resource energy mult.png +5% Energy from Jobs
  • Pop resource physics research mult.png +5% Physics from Jobs
  • Mod district generator max.png +2 Max Generator Districts
  • x2 if PM High Gravity.png High Gravity
  • x0 if PM Weak Magnetic Field.png Weak Magnetic Field
No.png No This planet has an abnormally high magnetic field. This will interfere with many of our instruments and computers.
PM Titanic Life.png Titanic Life Society Research +25% Society from Jobs
  • x8 if PM High Gravity.png High Gravity
  • x0.5 if PM Low Gravity.png Low Gravity
  • x0 if PM Dangerous Wildlife.png Hostile Fauna
No.png No The lifeforms of this planet are built on a massive scale and can be incredibly dangerous even without meaning any harm.
PM Terraforming Candidate.png Terraforming Candidate
  • Can be terraformed
  • Barren World anomaly
  • Worlds made Barren by a crisis
  • Always present on Mars
Yes.png Yes Though barren and devoid of life, this planet has water in frozen form and may once have been home to a thriving ecosystem. With the right technology, it could be terraformed into a habitable world.
PM Consecrated Worlds.png Holy World Diplomacy opinion.png −200 Opinion with FE if colonized
  • Prophets Retreat
  • Walled Garden
  • Emerald Mausoleum
  • Pristine Jewel
No.png No The planet is considered sacred by a nearby Fallen Empire. Colonizing it will anger them greatly.
PM Natural Beauty.png Paridayda
  • Mod pop happiness.png +10% Happiness
  • Unity.png +10% Unity from Jobs
  • Pop resource food mult.png +20% Food from Jobs
  • Mod planet migration all pull.png +25% Migration Pull
Unique to the Gaia world Paridayda No.png No A paradiasaical world of unparalleled beauty.

Event Modifiers

These planet modifiers can only be added by events.

Modifier Effects Event Description
PM Hollow Planet.png Subterranean Civilization
  • Pop resource society research mult.png +10% Society from Jobs
Seismic Disturbances
(Establish Communications Special Project)
A subterranean alien civilization on this world enjoys a good relationship with the colonists on the surface, and both parties frequently engage in trade and cultural exchanges.
PM Hollow Planet.png Subterranean Cities
  • Mod planet max districts add.png +3 Max Districts
Seismic Disturbances
(Preemptive Strike Special Project)
A indigenous subterranean civilization that once lived on this world has been exterminated, and colonists are now free to expand into their abandoned underground cities.
PM Lush.png Ancient Terraforming
  • Mod pop growth req.png +20% Pop Growth Speed
Abandoned Terraforming Equipment
(Resume Process Special Project)
Ancient terraforming techniques have turned this world into a lush paradise.
PM Asteroid Impacts.png Abandoned Terraforming Project
  • Pop resource food mult.png -20% Food from Jobs
  • Mod pop happiness.png -10% Happiness
Abandoned Terraforming Equipment
(Dismantle Equipment Special Project)
This world was partially terraformed thousands of years ago, but the process was interrupted for unknown reasons. The result is a highly unstable climate system and biosphere.
PM Factory.png Surviving Infrastructure
  • Mod planet building cost mult.png -25% District Cost
Surviving Infrastructure There is still a significant amount of infrastructure left on this world, built by its original inhabitants before they destroyed themselves in a nuclear war. This will aid in the construction of new buildings.
PM Factory.png Loop Temple Visitor Center
  • Mod pop happiness.png +5% Happiness
The Loop Temple: Time and Stone Cheery, efficient staff guided tours past primordial sigils bright under floodlights and marked with helpful plaques.
PM Factory.png Loop Temple Pilgirms' Way
  • Mod pop happiness.png +10% Happiness
The Loop Temple: Time and Stone
Fanatic Spiritualist.pngSpiritualist.png Spiritualist option
Once again, the basalt arches whisper with the hushing of feet and the echo of prayers.
PM assist research.png Superflare Shielding
  • Unity.png +10% Unity from Jobs
Superflare
(Superflare Shielding special project)
This planet's populace is shielded from the harmful effects of it's sun's superflare activity.
PM engineering research.png C.A.R.E. Interactive Interface
  • Pop resource energy mult.png +10% Energy from Jobs
C.A.R.E.
(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.

Anomaly Modifiers

These planet modifiers can only be added by random anomalies.

Modifier Effects Description
PM Lush.png Ancient Harvesters
  • Pop resource food mult.png +20% Food from Jobs
Ancient solar-powered harvesters assist in gathering the planet's crops
PM dead god.png Dead god
  • Spiritualist.png +200% Spiritualist Ethics Attraction
The corpse of some gargantuan alien creature keeps silent vigil in orbit over this planet.
PM Ultra Rich.png Resonant Crystals
  • Mod pop government ethic attraction.png +33% Governing Ethics Attraction
  • Mod pop happiness.png +10% Happiness
The resonant crystals that line this planet's tectonic crust resonate at a medically therapeutic frequency for our species.
PM Ultra Rich.png Soothing Magnetism
  • Unity.png +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
  • Mod habitability.png -10% Habitability
  • Pop resource society research mult.png +10% Society From Jobs
description

References


Game concepts