Celestial body

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Please help with verifying or updating older sections of this article. At least some were last verified for version 1.0.

This article is for the PC version of Stellaris only.

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 orbital stations. They may also be habitable, and able to be colonized by empires which have the required technology.

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.

Summary of world types

Habitable worlds

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.

(Possibility for all types of resources except for neutronium and dark matter to spawn on the main habitable world types - Needs verification from a developer)

Type Potential Resources Description
Arctic.png Arctic Alien Pets.png Alien Pets 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.
Arid.png Arid Alien Pets.png Alien Pets 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.
Continental.png Continental Alien Pets.png Alien Pets 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.
Desert.png Desert Alien Pets.png Alien Pets 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.
Ocean.png Ocean Alien Pets.png Alien Pets 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.
Tropical.png Tropical Alien Pets.png Alien Pets 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.
Tundra.png Tundra Alien Pets.png Alien Pets 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.

Uninhabitable worlds

An uninhabitable world is any celestial body that cannot harbor advanced organic life. These worlds can't be colonized or terraformed, but can still be lucrative sources of common and strategic resources.

Type Potential Resources Description
Asteroid.png Asteroid Garanthium.png Garanthium Ore
Orillium.png Orillium Ore
Teldar.png Teldar Crystals
A larger asteroid or planetoid standing out in the dense cluster of smaller bodies.
Barren.png Barren Betharian.png Betharian Stone Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and completely devoid of life.
Barren (Cold).png Cold Barren Betharian.png Betharian Stone Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and completely devoid of life.
Frozen.png Frozen Betharian.png Betharian Stone
Terraform Liquids.png Terraforming Liquids
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.
Gas Giant.png Gas Giant Lythuric.png Lythuric Gas
Satramene.png Satramene Gas
Terraform Gases.png Terraforming Gases
Zro.png Zro
Gaseous planet with an atmosphere primarily composed of hydrogen and helium surrounding a dense core.
Molten.png Molten Betharian.png Betharian Stone 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.
Toxic.png Toxic Betharian.png Betharian Stone
Engos.png Engos Vapor
Pitharan.png Pitharan Dust
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. (All this worlds are habitable as a rule)

Type Potential Resources Description
AI world.png AI 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.
Gaia.png Gaia Alien Pets.png Alien Pets
Betharian.png Betharian Stone
Engos.png Engos Vapor
Pitharan.png Pitharan Dust
Satramene.png Satramene Gas
An ideal, temperate world with a nitrogen-oxygen atmosphere and a resilient ecosystem. Optimal conditions for all known higher forms of life at different latitudes.
Infested.png Infested The surface of this world is covered by some kind of biological contaminant.
Ring World Habitable.png Ring World Living Metal.png Living Metal 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.
Shielded.png Shielded This entire world is encased in some kind of impenetrable energy barrier. It blocks all scans of the surface.
Tomb.png Tomb A rocky world with a nitrogen-oxygen atmosphere. It is currently experiencing a nuclear winter, with dense layers of sooty aerosols in the atmosphere. High levels of surface radiation. Minimal signs of life.


A star is a celestial body that usually composes the center of a star system. They are classified based on their spectral types B,A,F,G,K,M. Some star systems can however be more special, like a black hole, pulsar, or a neutron star.

Type Potential Resources Description
B Star.png Class B 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 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 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 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 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 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.
Neutron Star.png Neutron Star Neutronium.png Neutronium Ore 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.
Pulsar.png Pulsar 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.
Black Hole.png Black Hole 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.

Planetary details

Species preference

Every species has a preference for one of the primary habitable world types: continental, tropical, ocean, desert, arid, arctic or tundra. A species' homeworld is always 100% habitable to them. Other planets of the same type are 80% habitable. Worlds that are one world type away on the world wheel are 60% habitable. Worlds that are two world types away on the world wheel are 20% habitable. Worlds that fall more than two world types away on the world wheel are 0% habitable by default.

Gaia worlds have a thriving biosphere with many climatic zones, and are 100% habitable for all species. Tomb worlds contain toxic waste and ruins from an earlier civilization and have very low habitability for all species. If they must be colonized for strategic reasons, it is often best to use robots or an uplifted irradiated species.

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.


Colonization of habitable worlds is the most common way for a player to expand their control of the galaxy. Therefore, it is critically important to have a solid understanding of the role of colonization in expanding an empire and developing it into a powerful military, economic, and social engine. There are three primary tools for increasing the number of habitable planets available to the player:

  1. Research.
  2. Terraforming.
  3. Species diversity.

The player can choose to use one or all of these tools when seeking to expand the number of habitable planets available.

Visual cues

Not all planets are equally habitable by all species. Each species has a trait which gives it the highest habitability rating on its home planet type, then reduced (but still acceptable) levels on other world types. A population's happiness is capped at the habitability of the planet for their species.

Habitability is spread out on five tiers, with the homeworld of a species always starting at 100%. Furthermore, planetary modifiers can modify habitability (such as 'Lush', described below).

Tier Base Adaptive.png Extremely Adaptive.png Nonadaptive.png Starborn: Trait primitive.png
Gaia 100% 100% 100% 90% 100%
Tier 1
(Starting Preference)
80% 90% 100% 70% 100%
Tier 2
60% 70% 80% 50% 85%
Tier 3
40%[1] 50% 60% 30% 65%
Tier 4
0% 10% 20% 0% 25%

A system that contains habitable worlds that have not yet been surveyed will have a grey planet icon beside the system name. Systems containing surveyed habitable worlds will have a planet icon that is either green, yellow or red, depending on the habitability percentage of the most suitable world that the system contains.

  • Green: At least one world in the system is >70% habitable for at least one species in the player's empire.
  • Yellow: The best world in the system is 25-69% habitable for at least one species in the player's empire.
  • Red: All of the worlds in this system are less than 25% habitable for all species in the player's empire.

The exception to this rule is when a world has a high habitability percentage, but is partially greyed out. This happens when another factor is preventing colonization of the world. Some common reasons for a partially greyed-out planet icon on an otherwise habitable world are:

  • The world has not yet been surveyed
  • The necessary research to colonize this world type has not been done
  • There is an anomaly on the world which has not yet been researched
  • The system is within another empire's borders
  • The world is colonized by a pre-spaceflight civilization
  • There are stone age primitives or a pre-sentient species living on the world, and the player's xeno-interference policy is not 'Unrestricted'.

Zooming in to the system and mouseing-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 terraform habitable worlds, though this is meant to be quite difficult. It is not possible to bring dead worlds to life.


A habitable world may have between 8 (?) and 25 tiles. Each tile can hold up to one population and one building.


Each tile has a chance to have base resources. These can be gathered by a population even without a building. If a building is built on the tile, any resource type that is produced by the building stacks with the base tile resource, but all other resource types are suppressed.

Tile blockers

Tile blockers are obstacles that block tiles. The player cannot move populations onto or create buildings on top of tiles that have blockers, and thus cannot exploit the resources of blocked tiles. 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.

Two special blocker types, sprawling slums and industrial wastelands, are automatically generated on every player's homeworld in a new game. They don't require technology to be removed, but initial resources may be better spent on other things. The remaining tile blockers appear much more rarely across the galaxy - some are result of particular actions (bombardment craters), other are tied to events. Event-related tile blockers aren't posted here to not spoil the dramatic events surrounding them...

In general almost all blockers provide no benefits and are merely obstacles, only a few blockers may be useful for adjacency or unique effects. Other than that, the player is free to remove regular tile blockers without any risk or downside (other than resources spent on clearing them).

Name Icon Planet types Clear cost Additional info Description
Mountain range File:Mountain range.png Any
  • 100 Energy Credits.png
  • 100 Minerals.png
- "A vast range of tall and impassable mountains stretches across this region."
Active volcano File:Active volcano.png Any
  • 100 Energy Credits.png
  • 100 Minerals.png
- "There is an active volcano in this region, spewing forth lava and volcanic gases."
Dangerous wildlife File:Wildlife.png Any
  • 100 Energy Credits.png
  • 100 Minerals.png
- "The wildlife in this region is particularly lethal, with many dangerous predators and poisonous plants."
Dense jungle D dense jungle.png Tropical, continental
  • 100 Energy Credits.png
  • 100 Minerals.png
- "This entire region is completely overgrown with thick, impassable jungle."
Quicksand basin File:Quicksand basin.png Desert, arid
  • 100 Energy Credits.png
  • 100 Minerals.png
- "A vast body of quicksand covers this region, making construction impossible."
Noxious swamp File:Noxious swamp.png Tundra, tropical
  • 100 Energy Credits.png
  • 100 Minerals.png
- "Treacherous swamplands and bogs surrounded by putrid gases."
Massive glacier File:Massive glacier.png Arctic, tundra
  • 100 Energy Credits.png
  • 100 Minerals.png
- "An immense body of dense ice covers this region."
Toxic kelp File:Toxic kelp.png Ocean, continental
  • 100 Energy Credits.png
  • 100 Minerals.png
- "A thick forest of kelp that is toxic to most forms of life covers the ocean in this region."
Deep sinkhole File:Deep sinkhole.png Arid, desert
  • 100 Energy Credits.png
  • 100 Minerals.png
- "A colossal sinkhole covers most of this region."
Industrial wasteland File:City ruins.png Homeworlds
  • 60 Energy Credits.png
  • 60 Minerals.png
Generated on every imperial Homeworld at game start "This region is covered by ruined industrial complexes and toxic soil; detritus from a past age of progress."
Sprawling slums File:Sprawling slums.png Homeworlds
  • 60 Energy Credits.png
  • 60 Minerals.png
Generated on every imperial Homeworld at game start "This region is covered by vast shanty towns and slums filled with the poor and the outcast. It contributes nothing to society."
Radioactive wasteland File:Radioactive wasteland.png Tomb worlds
  • 50 Energy Credits.png
  • 50 Minerals.png
+2 social and physics research on adjacent tiles "Few organisms can survive in this desolate, irradiated wasteland."
City ruins File:City ruins.png Tomb worlds
  • 50 Energy Credits.png
  • 50 Minerals.png
Appears on tomb worlds "A ruined urban landscape. Nothing can be built here until this metal boneyard has been bulldozed."
Bomb crater File:Crater.png Tomb worlds
  • 125 Energy Credits.png
  • 125 Minerals.png
Generated on tomb worlds "This massive crater was created by the detonation of a particularly devastating hydrogen bomb."
Bombarded land File:Crater.png Any
  • 75 Energy Credits.png
  • 75 Minerals.png
May appear as a result of full orbital bombardment "The area has been destroyed by orbital bombardments."


Main article: Buildings

Each world has a size which indicates how many tiles are on its surface. A typical homeworld might have 16 tiles (4x4) while the maximum is 25, 5x5).

Each tile may produce resources if worked by a population. The resources available depend on the tile characteristics and any building present. Many tiles have native resources that are available with no building but some do not. A building can enhance or replace the existing native resource of a tile. For instance building a hydroponic farm on a tile which yields food means the farm output is added to the native resource, giving high food output. Placing the same farm on a research resource would mean the tile now only produced the building output, and the research was lost. However, a building that produces both food and research would supplement both the food and research resources in that tile rather than replacing them.

Some tiles are obstructed by tile blockers. These prevent building on that tile until they have been cleared, an action costing resources and time. Once the tile has been cleared, however, it is available for construction like any other tile.

Tile adjacency has an impact on the game. Certain buildings, e.g. capitals, have effects on adjacent tiles.

If the world isn't inhabited then one tile's native resource is available for exploitation from orbit, and this resource is visible on the system map. A construction ship can build an orbital station to exploit the resources, which does not require population.

Building cost

Mod planet building cost mult.png Building cost is a percentage modifier that affects the cost of constructing buildings on planets. The modifier stacks, and has the following sources:

Mod planet building cost mult.png Population Governance Planet Technology
  • PM Factory.png Surviving Infrastructure
  • Menu icon policies and edicts.png Infrastructure Projects
  • Civic machine builder.png Constructobot
  • Civic functional architecture.png Functional Architecture
  • Menu icon traditions.png Prosperity tree adoption
  • PM Unknown.png Willing Animal Labor
  • Leader trait architectural interest.png Architectural Interest
  • Trait ruler architectural sense.png Architectural Sense
  • Menu icon policies and edicts.png Master's Teachings: The Greater Good
  • PM Low Gravity.png Low Gravity
  • PM Unknown.png Reluctant Animal Labor
  • PM Unknown.png Forced Animal Labor
  • Tech repeatable reduced building cost.png Gravitational Analysis
  • PM High Gravity.png High Gravity
  • PM Asteroid Impacts.png Orbital Debris
  • PM wasteland.png Shifting Sands


Habitability is always relative to a planet's similarity to a species' homewold.

Habitability is the measure of the conformance of a celestial body to potential colonists. The maximum happiness a world's populations can have is the habitability of the celestial body they are inhabiting. Colonists on less habitable worlds will be extremely unhappy.

Colonizing inhospitable worlds

See also: Colonization

The easiest way is to use another species that is already acclimated to the climate(or droids / synthetics). Excepting that, genetic modification can modify any species to a different climate(this can be done after colonizing), costing 0 trait points. This will make an entirely new species, which can be especially problematic for xenophobic empires. If the genetic modification research is unlocked, a player's populations on differing world types also have a small chance of self-modification. These new species will have spent all of their trait points, and will have randomized traits(potentially undesirable). Terraforming can also be used to change the type of a celestial body, at the cost of strategic resources and lots of time. Terraforming can only change a world one step at a time on the world class wheel(see image). Extremely different world types should probably be colonized by another method.

In the case of tomb words, uplifting a species can result in an irradiated species with 100% tomb world habitability.

Technological modifiers

  • The frontier clinic building can be built for +5% habitability on that world.
  • The atmospheric filtering technology gives a +5% civilization-wide permanent boost to habitability.
  • The hostile environment adaption technology gives a +5% civilization-wide permanent boost to habitability.
  • The paradise dome building adds +5% habitability on that world. Can only be built by pacifist empires.
  • The engos habitation station building adds +5% civilization-wide boost to habitability in addition to a +5% boost for the world it is built on, at the cost of a strategic resource.

Habitability traits

See also: Genetic modification
Type Effects Excludes Cost Description
Nonadaptive.png Nonadaptive
  • Habitability: -10%
  • Adaptive.png Adaptive
  • Extremely Adaptive.png Extremely Adaptive
-1 This species does not adapt well to foreign environments.
Adaptive.png Adaptive
  • Habitability: +10%
  • Extremely Adaptive.png Extremely Adaptive
  • Nonadaptive.png Nonadaptive
2 This species is highly adaptive when it comes to foreign environments.
Extremely Adaptive.png Extremely Adaptive
  • Habitability: +20%
  • Adaptive.png Adaptive
  • Nonadaptive.png Nonadaptive
5 This species is remarkably adept at adapting to any foreign environments.
Trait primitive.png Starborn
  • Migration Time: -60%
  • Minerals: -20%
  • Habitability: +25%
  • Happiness: -10%
  • Trait primitive.png Earthbound
Uplifted This species has always, consciously or not, longed to traverse the void between the stars.

Celestial body modifiers

There is a small chance that a celestial body will have modifier(s). Some modifiers change habitability.

Name Icon Effect Additional info Description
Hazardous Weather PM Hazardous Weather.png
  • -10% Mod habitability.png habitability
  • -5% Mod pop happiness.png happiness
  • +20% Energy Credits.png energy credits
- This world suffers from unstable weather patterns, with violent storms frequently appearing out of nowhere to wreak havoc on the surface.
Hostile Fauna PM Dangerous Wildlife.png
  • -10% Mod habitability.png habitability
  • -5% Mod pop happiness.png happiness
  • +20% Society Research society research
Cannot appear together with Titanic Life modifier 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.
Unstable Tectonics PM Unstable Tectonics.png
  • -10% Mod habitability.png habitability
  • -5% Mod pop happiness.png happiness
  • +20% Engineering Research engineering research
Often appears with High Gravity This world has very unstable plate tectonics and is prone to massive earthquakes and volcanic activity.
Tidal Locked PM Tidal Locked.png
  • -10% Mod habitability.png habitability
Rare for big planets, often appears on moons 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.
Irradiated PM Irradiated.png
  • -10% Mod habitability.png habitability
  • -20% Mod pop happiness.png happiness
  • -50% Food.png food
- Some long-ago calamity rendered this planet rather heavily irradiated.
Weak Magnetic Field PM Weak Magnetic Field.png
  • -5% Mod habitability.png habitability
  • +5% Food growth requirement
Often appears with Low Gravity Although habitable, this world has a weak or non-existent magnetic field that offers little protection against cosmic radiation.
Bleak PM Bleak.png
  • -5% Mod habitability.png habitability
  • -10% Food.png food
Never appears on Tropical Worlds, most likely on Tundra, Arctic and Arid Life struggles to survive here, and while some clings to a tenacious existence it is anemic and sickly.
Asteroid Impacts PM Asteroid Impacts.png
  • -5% Mod habitability.png habitability
  • +5% Minerals.png minerals
- 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.
Wild Storm PM Wild Storms.png
  • -5% Mod habitability.png habitability
  • -5% Mod pop happiness.png happiness
  • +20% Physics Research physics research
- Spectacular electrical storms wrack this planet's atmosphere on a semi-regular basis.
Natural Beauty PM Natural Beauty.png
  • +5% Mod habitability.png habitability
  • +15% Mod pop happiness.png happiness
Very likely to appear on Gaia worlds The scenery on this planet is simply beautiful, anyone living on this planet will be constantly finding new wonders to behold.
Atmospheric Aphrodisiac PM Atmospheric Aphrodisiac.png
  • +5% Mod habitability.png habitability
  • -33% food growth requirement
  • +10% Mod pop ethic shift.png ethics divergence
More likely to happen on Gaia worlds Something in the air of this planet seems to put people in the mood to reproduce.
Lush PM Lush.png
  • +10% Mod habitability.png habitability
  • +20% Food.png food
May only appear on Continental, Tropical, Ocean or Gaia Worlds (especially Gaia) Life thrives here, the fauna is plentiful and the flora grows rapidly.
Strong Magnetic Field PM Strong Magnetic Field.png
  • +5% Energy Credits.png energy
  • +5% Physics Research physics research
Often appears with High Gravity This planet has an abnormally high magnetic field. This will interfere with many of our instruments and computers.
Low Gravity PM Low Gravity.png
  • -15% Mod planet building cost mult.png planetary building cost
Has higher chance of appearing for smaller sized planets This planet has an unusually low density and therefore much lower gravity than most planets of comparable size.
High Gravity PM High Gravity.png
  • +15% Mod planet building cost mult.png planetary building cost
Has higher chance of appearing for bigger sized planets This planet is unusually dense and so has uncomfortably high gravity.
Mineral Rich PM Mineral Rich.png
  • +25% Minerals.png minerals
Often met together with High Gravity modifier An abundance of easily accessible minerals in this planet's crust makes mining here a lucrative business.
Ultra Rich PM Ultra Rich.png
  • +50% Minerals.png minerals
Very rare alone, often met with High Gravity modifier The cornucopia of easily accessible minerals in this planet's crust provides a truly staggering opportunity for mining.
Mineral Poor PM Mineral Poor.png
  • -25% Minerals.png minerals
Often met together with Low Gravity modifier It is unknown if this planet simply formed this way, or if some unknown race once stripped it of resources. However, we do know that there are very few minerals to be found here.
Titanic Life PM Titanic Life.png
  • +25% Society Research society research
Very likely to appear together with High Gravity modifier [Shouldn't this be opposite?] The lifeforms of this planet are built on a massive scale and can be incredibly dangerous even without meaning any harm.
Asteroid Belt PM Asteroid Belt.png
  • +10% Minerals.png minerals
Impossible to happen if the world is a moon 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.
Extensive Moon System PM Extensive Moon System.png
  • +10% Minerals.png minerals
Appears only for Gas Giants This gas giant has an unusually large amount of natural satellites. Hundreds of small moons and moonlets orbit the planet.
Carbon World PM Carbon World.png
  • +15% Minerals.png minerals
Appears only for Barren or Frozen Worlds, often with High Gravity modifier This world has been formed mostly out of carbon, and contains little oxygen.
Chthonian Planet PM Chthonian Planet.png
  • None
Appears on Molten Worlds, cannot appear together with Mineral Poor modifier This planet was once a gas giant, but its proximity to its star has burned away the thick atmosphere. All that remains now is a super-dense and mineral rich metallic core.


  1. Was increased from 20% (base) with Patch 1.2
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