Open main menu

Celestial body

Revision as of 04:37, 22 January 2019 by LogicMage (talk | contribs) (Celestial body modifiers: Updated for 2.2.3 patch district modifiers)

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 2.2.

This article is for the PC version of Stellaris only.
A trinary star system

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. Planets may also be habitable and capable to be colonized by empires with the right suitability or 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.

Contents

Summary of celestial body 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.

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.

Type Climate Description
  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.
  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.
  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.
  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.
  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.
  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.
  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.
  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.
  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
  Gaia   World Shaper ascension perk   100% Habitability
  +5% Biological Pop Happiness
  +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   Life-Seeded civic will start on a Size 25 Gaia world. Their species' climate preference will also be changed to   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.
  Tomb   Armageddon bombardment   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   Post-Apocalyptic civic start on a Tomb World and get the   Survivor trait, granting them   +70% Tomb World Habitability as well as   +10 Years Leader Lifespan.
  • Empires with the   Determined Exterminator civic start on a Tomb World as well.
  • Colonizing a Tomb World will displease the   Traditionalist faction, unless the empire has the   Post-Apocalyptic civic.
  Hive   Hive Worlds ascension perk   100% Habitability if   Hive-Minded
  0% Habitability if not   Hive-Minded
  +10% Resources from Jobs
  • All normal planetary features are removed. Number of resource districts no longer limited by features. Planetary Prospecting decision disabled.
  Machine   Machine Worlds ascension perk   100% Habitability if   Mechanical
  0% Habitability if not   Mechanical
  +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.
  Ecumenopolis   Arcology Project ascension perk   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   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 Consciousnesses or have the   Agrarian Idyll civic cannot take the ascension perk but can still use conquered Ecumenopolis Worlds.

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
  Asteroid
  •   Minerals
  •   Volatile Motes
A larger asteroid or planetoid standing out in the dense cluster of smaller bodies.
  Ice Asteroid
  •   Minerals
  •   Rare Crystals
A larger asteroid or planetoid composed primarily of frozen H2O.
  Crystalline Asteroid
  •   Minerals
  •   Volatile Motes?
A large asteroid covered in some kind of crystalline outcroppings.
  Barren World
  •   Minerals
  •   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
  Barren World
(Cold)
  •   Minerals
  •   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
  Frozen World
  •   Minerals
  •   Engineering Research
  •   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.
  Gas Giant
  •   Energy
  •   Engineering Research
  •   Exotic Gases
  •   Zro
Gaseous planet with an atmosphere primarily composed of hydrogen and helium surrounding a dense core.
  Molten World
  •   Energy
  •   Minerals
  •   Engineering Research
  •   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.
  Toxic World
  •   Minerals
  •   Society Research
  •   Exotic Gases
  •   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
  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.
  Broken Rare planets that are as useless as they are broken. World devastated by some cataclysmic event. Whatever properties it may once have had are no longer discernible.
  Cracked Created by the hatching of the Voidspawn, destroying the existing colony. Has a deposit of 20   Society. The cracked shards of an enormous planet-sized egg.
  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.
  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.
  Shattered Created when a planet is destroyed with a World Cracker. The Shattered world will get a deposit of between 4 and 16   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.
  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.
  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 and feature 100%   habitability for every species and have no colonization cost as long as they are within borders.

Type Size Notes Description
  Habitat 6 without   Master Builders
8 with   Master Builders
  • Requires the   Voidborn ascension perk
  • Uses a unique set of Districts that provides more specialized jobs but cannot produce     basic resources
  •  Uses a unique set of Districts that provides research and tech-drone jobs but cannot produce   food and   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.
  Ring World 50
  • Ringworlds cannot have Mining Districts
  • 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   Mega-Engineering technology
  • Can be built in uninhabited systems after taking the   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
  Class B
  •   Energy
  •   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.
  Class A
  •   Energy
  •   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.
  Class F
  •   Energy
  •   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.
  Class G
  •   Energy
  •   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.
  Class K
  •   Energy
  •   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.
  Class M
  •   Energy
  •   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.
  Class M Red Giant
  •   Energy
  •   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.
  Class T Brown Dwarf
  •   Energy
  •   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
  •   Engineering
  •   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.
  •   +100% Shield Nullification
  Black Hole
  •   Engineering
  •   Physics
  •   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.
  •   +50% Disengagement Chance Reduction
  •   +50% Emergency FTL Jump Cooldown
  •   Allows starbases to construct the Black Hole Observatory building.
  Neutron Star
  •   Engineering
  •   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.
  •   +50% Sublight Speed Reduction

Habitability

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.

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 1% and their resource output and happiness by 0.25%. It caps at 0% Habitability, giving +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 −20% to their   happiness.

Subspecies

Using genetic modification, one can create a 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   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   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.

  •   Green: The world is ≥70% habitable for at least one species in the player's empire.
  •   Yellow: The world is 40–69% habitable for at least one species in the player's empire.
  •   Red: The world is <40% habitable for all species in the player's empire.
  •   Orange: The world is habitable but not surveyed.
  •   Blue: The world is currently being 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 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

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.

Agriculture Districts Generator Districts Mining Districts Crystal Mines Gas Extraction Wells Mote Harvesting Traps Betharian Power Plant Alien Zoo
+1
  •   Boggy Fens
  •   Bountiful Plains
  •   Fair Tundra
  •   Green Hills
  •   Lichen Fields
  •   Nutritious Mudlands
  •   Rugged Woods
  •   Arid Highlands
  •   Hot Springs
  •   Mineral Fields
  •   Ore-Veined Cliffs
  •   Crystalline Caverns
  •   Bubbling Swamp
  •   Dust Caverns
  •   Betharian Fields
  •   Isolated Valley
+2
  •   Fertile Lands
  •   Fungal Caves
  •   Great River
  •   Lush Jungle
  •   Frozen Gas Lake
  •   Rushing Waterfall
  •   Searing Desert
  •   Prosperous Mesa
  •   Ore-Rich Caverns
  •   Crystal Forest
  •   Crystal Reef
  •   Fuming Bog
  •   Dust Desert
   
+3
  •   Black Soil
  •   Fungal Forest
  •   Marvelous Oasis
  •   Teeming Reef
  •   Tropical Island
  •   Geothermal Vents
  •   Tempestuous Mountain
  •   Underwater Vents
  •   Rich Mountain
  •   Submerged Ore Veins
         

Anomaly features

These Rare Planetary Features are added by random anomalies on habitable planets.

Feature Effects Description
  Abandoned Primitive Homesteads
  •   +10% Society from Jobs
  • +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.
  Ancient Mining Site
  • +5 Max Mining Districts
The site of an ancient mining operation. Despite its age, much of the equipment can still be operated.
  Ancient One
  •   +4 Society Research
An ancient being, living deep beneath the waves, is the dominating life force on this planet.
  Flooded Mounds
  •   +20% Society from Jobs
  •   +2 Researcher Jobs
The soil in this valley is extremely fertile, and it is covered in intense greenery.
  Harvester Fields
  • +6 Max Agriculture Districts
Vast fields of dense, edible vegetation where ancient solar-powered harvesters assist in gathering crops.
  Hyperfertile Valley
  • +5 Max Agriculture Districts
The soil in this valley is extremely fertile, and it is covered in intense greenery.
  Savage Wildlands
  •   +10% Society from Jobs
  •   +1 Researcher Jobs
These indigenous creatures who inhabit this region appear to operate as a single organism.
  Toy Factory Complex
  •   +10% Society from Jobs
  •   +20% Engineering from Jobs
  •   +2 Researcher Jobs
Complex machinery ceaselessly molds complex polymers into small items of varying shapes and inscrutable purposes.
  Wetware Computer
  •   +20% Engineering from Jobs
  •   +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.
  Zone A
  •   +3 Unity
  •   +10% Physics from Jobs
  •   +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.

Feature Created By Effects Description
  Loop-Plowed Farm The Waiting World Horizon Signal event
  • +4 Max Agriculture Districts
The food crops lean into the wind, somehow.
  Spiral-Hewn Mine The Waiting World Horizon Signal event
  • +4 Max Mining Districts
Narrow shafts twist around spiraling minerals veins.
  Migrating Forests Migrating Forests event
  • -1 Max Agriculture Districts
  • -1 Max Generator Districts
  • -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.
  Migrating Forests Reserve Ending the Migrating Forests event peacefully
  •   +20% Society from Jobs
  •   +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.
  Ancient Bombardment Craters What Happened Here event (20% chance)
  •   +20% Physics from Jobs
  •   +2 Researcher Jobs
This world was subjected to intense orbital bombardment long ago. Parts of the surface are still pockmarked with impact craters.
  Ancient Battlefield What Happened Here event (20% chance)
  •   +20% Engineering from Jobs
  •   +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.
  Irradiated Ruins What Happened Here event (20% chance)
  •   +20% Society from Jobs
  •   +2 Researcher Jobs
Remnants of a massive nuclear war waged by the two global superpowers that once inhabited this world.
  Subterranean Contact Zone Seismic Disturbances event
(Establish Communications Special Project)
  • +2 Max Generator Districts
  •   +2 Max Districts
  •   +1 Subterranean Liaison Officer Job per 20 Pops
An area where Subterranean dwellers and Surfacers can work together towards peace and prosperity.
  Subterranean Farming Caverns Seismic Disturbances event
(Preemptive Strike Special Project)
  • +3 Max Agriculture Districts
  •   +2 Max Districts
A network of vast caverns which contain numerous fungal farms, hunting areas, and lakes teeming with edible flora and fauna.
  Subterranean Generator Areas Seismic Disturbances event
(Preemptive Strike Special Project)
  • +3 Max Generator Districts
  •   +2 Max Districts
Subterranean rivers and the geothermal energy from the molten core of the planet offer vast potential for energy generation.
  Subterranean Mining Sites Seismic Disturbances event
(Preemptive Strike Special Project)
  • +3 Max Mining Districts
  •   +2 Max Districts
Underground tunnels lead to a variety of mineral-rich ore veins inaccessible from the surface.
  Mutant Landfill Abandoned Terraforming Equipment event
  •   +20% Society from Jobs
  •   +2 Researcher Jobs
A putrid mass of dead horrors. Their volatile organic matter has twisted together to form a structure of sorts.
  Impact Crater Space Bounty event
  • +3 Max Mining Districts
A crater from a large meteor impact. Minerals from the meteor itself can still be found at the site.
  Odd Factory An Odd Factor event
  •   +1 Odd Factory Worker Job
A well-crafted facility that produces high value resources, left on the planet by a different civilization.
  Ancient Particle Accelerator Ruined Particle Accelerator event
  •   +20% Physics from Jobs
  •   +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.
  Underground Vault Underground Vault event
  •   +20% Society from Jobs
  •   +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.
  Cryonic Clones Monument Clones in Cryostasis event
  •   +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.
  Processing Pens Wild Eukaryotes event
  •   +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.
  Titanic Lifeforms Titanic Life event   -1 Max Districts
  +4 Society Research
Numerous Titanic aliens make this area their home, it would be wise to avoid it.
  Portal Research Area The Mysterious Moon event   +1 Dimensional Portal Researcher Job
  +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.
  Dragonslayer Monument Defeating the Ether Drake
  •   +15 Unity
A monument commemorating the defeat of the Ether Drake.
  Numa's Breath Numistic Order caravan deal
  • +3 Max Generator Districts
  •   +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.

Feature Planets Effects Description
  Valley of Zanaam   +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.
  Junk Canals
  •   Junk Rattlings planets
+3 Max Agriculture Districts These narrow canals shake around the junk piles, and some adjacent soil is surprisingly fertile.
  Junk Hollows
  •   Junk Rattlings planets
+3 Max Generator Districts These hollows deep beneath the surface junk would serve well as isolated reactor chambers.
  Junk Wastes
  •   Junk Rattlings planets
+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.
  Metal Boneyards
  •   Driven Assimilator and   Determined Exterminator homeworlds
  • +4 Max Mining Districts
  •   +10% Society Research from Jobs
The hollowed-out metal skeletons of fallen infrastructure seem almost to groan as the wind whistles through them.
  Organic Landfills
  •   Determined Exterminator homeworlds
  • +4 Max Generator Districts
  •   +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.

Feature Effects Description
  Delhi Sprawl +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.
  BosWash Metropolitan Axis +3 Max Generator Districts The BosWash Riots traumatized an entire generation and led to sweeping legal reforms. Never Forget!
  Pearl River Agglomerate +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.
  Mauritanian Security Zone +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.
  Mesopotamian Urban Corridor +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.
  Great Albertan Crater +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.
  Scandinavian Reclamation Sector +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.
  Saharan Irrigation Project +4 Max Agriculture Districts Few today remember the vicious ridicule that Operation Green Sahara faced when it was first proposed by Professor Izquierdo.
  Pacific Algae Tracts +3 Max Agriculture Districts Invisible until you plunge beneath the waves, the algae tracts seem to stretch into infinity.

Blockers

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   Mastery of Nature ascension perk will reduce the cost of clearing blocks by 33%.

Blocker Spawn chance Removal cost Required removal tech Description
  Active Volcano
  • x0.5 if   Alpine
  • x0.5 if   Planet Size < 15
  • x0 if world is a moon
  1000   270     Deep Crust Engineering There is an active volcano in this region, spewing forth lava and volcanic gases.
  Bomb Crater
  • x0 if not   Tomb World
  800   270 This massive crater was created by the detonation of a particularly devastating hydrogen bomb.
  City Ruins
  • x0 if not   Tomb World
  1200   360 Once a great city, now just a metal boneyard stretching as far as the eye can see.
  Dangerous Wildlife
  • x2 if   Hostile Fauna modifier
  • x10 if   Titanic Life modifier
  • x0.5 if   Planet Size < 15
  • x0 if world is a moon
  500   270     Dangerous Wildlife Removal The wildlife in this region is particularly lethal, with many dangerous predators and poisonous plants.
  Deep Sinkhole
  • x2 if   Arid
  • x2 if   Savannah
  500   180     Subterranean Colonization A colossal sinkhole covers most of this region.
  Dense Jungle
  • x2 if   Tropical
  • x2 if   Continental
  500   180     Selective Defoliants This entire region is completely overgrown with thick, impassable jungle.
  Massive Glacier
  • x2 if   Alpine
  • x2 if   Arctic
  500   180     Climate Control Network An immense body of dense ice covers this region.
  Mountain Range
  • x2 if   Alpine
  • x0.5 if   Planet Size < 15
  • x0 if world is a moon
  1000   270     Planetary Resurfacing A vast range of tall and impassable mountains stretches across this region.
  Noxious Swamp
  • x2 if   Tundra
  500   180     Xeno-Hydraulic Mastery Treacherous swamplands and bogs surrounded by putrid gases.
  Quicksand Basin
  • x2 if   Desert
  500   180     Soil Remediation A vast body of quicksand covers this region, making construction impossible.
  Radioactive Wasteland
  • x0 if not   Tomb World
  800   270 Few organisms can survive in this desolate, irradiated wasteland.
  Toxic Kelp
  • x2 if   Ocean
  500   180     Ocean Ecology Management A thick forest of kelp that is toxic to most forms of life covers the ocean in this region.
  Rifts   Cracking   500   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   Energy and take 120 days to remove.

Blocker Clear rewards Source Description
  Sprawling Slums   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.
  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.
  Collapsed Burrows   1 Pop   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.
  Abandoned Strip Mine   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.
  Unsupervised Settlement   1 Pop   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.
  Silent Ruins   Organic Landfills Planetary Feature   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.
  Former Organic City   Metal Boneyards Planetary Feature   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.
  Battlefield Remains   Organic Landfills Planetary Feature   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.
  Settled Ruins   1 Pop   Post-Apocalyptic homeworlds A scattered population of scavengers are eking out a desperate existence in the ruins of this once major city.
  Radiation Zone   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.
  Great Pacific Algae Tract   Pacific Algae Tracts Planetary Feature   Earth A swirling miasma of plastic refuse covers a good portion of Earth's largest ocean.

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 Notes Removed by terraforming Description
  Bleak
  •   −5% Habitability
  •   −10% Food
  •   -2 Farming Districts
  • Never appears on Tropical Worlds
  • Most likely on Tundra, Arctic and Arid
  Yes Life struggles to survive here, and while some clings to a tenacious existence it is anemic and sickly.
  Irradiated
  •   −10% Habitability
  •   −20% Happiness
  •   −50% Food
  •   -6 Farming Districts
  •   +2 Mining Districts
  Yes Some long-ago calamity rendered this planet rather heavily irradiated.
  Poor Quality Minerals   −25% Minerals
  •   -3 Mining Districts
Often met together with Low Gravity modifier   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.
  Tidal Locked   −50% Max Districts
  • Rare for big planets
  • Often appears on moons
  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.
  Unstable Tectonics
  •   −10% Habitability
  •   −5% Happiness
  •   +20% Engineering from Jobs
Often appears with High Gravity modifier   No This world has very unstable plate tectonics and is prone to massive earthquakes and volcanic activity.
  Weak Magnetic Field
  •   −5% Habitability
  •   −5% Pop Growth speed
Often appears with Low Gravity   No Although habitable, this world has a weak or non-existent magnetic field that offers little protection against cosmic radiation.
  Exofungus Infestation
  •   −20% Building Build Speed
  •   −10% Habitability
  •   +33% Tile Society Output
  No An extremophilic exofungus spreads on this planet like a cancer, choking the terrain.
  Asteroid Impacts
  •   −5% Habitability
  •   +5% Minerals from Jobs
  •   +2 Mining Districts
  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.
  Atmospheric Hallucinogen
  •   +5% Biological Pop Happiness
  •   +10% Society research
  •   −30% Government ethics attraction
The negative effect can be removed through an event   Machine World only 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.
  Hazardous Weather
  •   −10% Habitability
  •   −5% Happiness
  •   +20% Energy from Jobs
  •   +4 Generator Districs
  Yes This world suffers from unstable weather patterns, with violent storms frequently appearing out of nowhere to wreak havoc on the surface.
  Hostile Fauna
  •   −10% Habitability
  •   −5% Happiness
  •   +20% Society From Jobs
Cannot appear together with Titanic Life modifier   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.
  High Gravity
  •   +10% Building cost
  •   −5% Habitability
  •   +2 Max Districts
Has higher chance of appearing for bigger sized planets   No This planet is unusually dense and so has uncomfortably high gravity.
  Low Gravity
  •   −10% Building cost
  •   −5% Habitability
Has higher chance of appearing for smaller sized planets   No This planet has an unusually low density and therefore much lower gravity than most planets of comparable size.
  Wild Storms
  •   −5% Habitability
  •   −5% Happiness
  •   +20% Physics from Jobs
  Yes Spectacular electrical storms wrack this planet's atmosphere on a semi-regular basis.
  Asteroid Belt   +10% Minerals
  •   +3 Mining Districts
Impossible to happen if the world is a moon   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.
  Atmospheric Aphrodisiac
  •   +5% Biological Pop Habitability
  •   +10% Growth speed
  •   −20% Government ethics attraction
More likely to happen on Gaia worlds   Machine World only Something in the air of this planet seems to put people in the mood to reproduce.
  Carbon World   +15% Minerals from Jobs Appears only for Barren or Frozen Worlds, often with High Gravity modifier   No This world has been formed mostly out of carbon, and contains little oxygen.
  Exceptional Quality Minerals   +25% Minerals
  •   +8 Mining Districts
Very rare alone, often met with High Gravity modifier   No The exceptional quality of the minerals in this planet's crust provides a truly staggering opportunity for mining.
  Extensive Moon System   +10% Minerals from Jobs
  •   +1 Mining Districts
Appears only for Gas Giants   No This gas giant has an unusually large amount of natural satellites. Hundreds of small moons and moonlets orbit the planet.
  High Quality Minerals   +15% Minerals
  •   +4 Mining Districts
Often met together with High Gravity modifier   No An abundance of high quality minerals in this planet's crust makes mining here a lucrative business.
  Lush
  •   +10% Habitability
  •   +20% Food
  •   +4 Farming Districts
May only appear on Continental, Tropical, Ocean or Gaia Worlds (especially Gaia)   Machine World only Life thrives here, the fauna is plentiful and the flora grows rapidly.
  Natural Beauty
  •   +5% Happiness
  •   +25% Migration Pull
Very likely to appear on Gaia worlds   Machine World only The scenery on this planet is simply beautiful, anyone living on this planet will be constantly finding new wonders to behold.
  Strong Magnetic Field
  •   +5% Energy from Jobs
  •   +5% Physics from Jobs
  •   +2 Generator Districts
Often appears with High Gravity   No This planet has an abnormally high magnetic field. This will interfere with many of our instruments and computers.
  Titanic Life   +25% Society research Very likely to appear together with High Gravity modifier   No The lifeforms of this planet are built on a massive scale and can be incredibly dangerous even without meaning any harm.
  Chthonian Planet
  • Appears on Molten Worlds
  • Cannot appear together with Poor Quality Minerals modifier
  No 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.
  Paridayda
  •   +10% Happiness
  •   +10% Unity Output
  •   +20% Food
  •   +25% Migration Pull
Present on the unique Gaia world Paridayda   No A paradiasaical world of unparalleled beauty.
  Holy World
  •   −200 Opinion with FE if colonized
  •   +50 Opinion with FE if hallowed
Appears on 4 Gaia worlds bordering the Holy Guardians: Prophets Retreat, Walled Garden, Emerald Mausoleum and Pristine Jewel   No The planet is considered sacred by a nearby Fallen Empire. Colonizing it will anger them greatly.
  Terraforming Candidate
  • Can be terraformed
  • Can appear on Barren Worlds as a result of an anomaly
  • Always present on worlds made barren by a crisis
  • Always present on Mars
  • Added to every Nanite World if the Grey Tempest is defeated
  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.

References