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Celestial body

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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.



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
  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
  Nu-Baol Life-Seeding decision
Cannot be terraformed again
  100% Habitability
  +10% 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
  Javorian Pox 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.
  Ecumenopolis   Arcology Project decision
  Restore Ecumenopolis decision
Cannot be terraformed again
  •   100% Habitability
  •   +20% Resources from Jobs
  •   +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 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.
  • Requires the   Megacorp DLC.
  Relic     80% Habitability Relic Worlds can be found in the First League precursors home system or in various systems added in the   Ancient Relics DLC.
  • Relic Worlds contain unique Planetary Features that grant bonuses to   Research output. However most of the surface is covered by Blockers that are expensive to remove.
  • Relic Worlds have the aforementioned   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.
  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.

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
  •   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
  •   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. Often spawn in Black Hole systems. 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. They feature the same   habitability for every species, have unique Districts and have no colonization cost as long as they are within borders.

Type Size Notes Description
  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.
  Ring World 5
  • Ring World districts, called segments, typically have +20 free   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   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.


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.
  •   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

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
  •   −5% Habitability
  •   −10% Food from Jobs
  •   −2 Max Agriculture Districts
  • x0 if   Tropical
  • x0 if   Lush
  Yes Life struggles to survive here, and while some clings to a tenacious existence it is anemic and sickly.
  •   −10% Habitability
  •   −20% Biological Happiness
  •   −50% Food from Jobs
  •   −6 Max Agriculture Districts
  •   +2 Max Mining Districts
  Yes Some long-ago calamity rendered this planet rather heavily irradiated.
  Poor Quality Minerals
  •   −25% Minerals from Jobs
  •   −3 Max Mining Districts
  • x4 if   Low Gravity
  • x0 if   Carbon World
  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   −30% Max Districts x3 if moon   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
x4 if   High Gravity   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
  • x2 if   Low Gravity
  • x0 if   Strong Magnetic Field
  No Although habitable, this world has a weak or non-existent magnetic field that offers little protection against cosmic radiation.
  Asteroid Impacts
  •   −5% Habitability
  •   +5% Minerals from Jobs
  •   +2 Max 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% Physics from Jobs
  •   −30% Government Ethics Attraction
  Machine World
  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.
  Hazardous Weather
  •   −10% Habitability
  •   −5% Happiness
  •   +20% Energy from Jobs
  •   +4 Max Generator Districts
  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
  • x2 if   Lush
  • x2 if   High Gravity
  • x2 if   Titanic Life
  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
  •   +10% District cost
  •   −5% Habitability
  •   +2 Max Districts
  • x2 if   Planet Size > 19
  • x0 if   Planet Size < 12
  • x0 if   Low Gravity
  No This planet is unusually dense and so has uncomfortably high gravity.
  Low Gravity
  •   −10% Building cost
  •   −5% Habitability
  • x0.5 if   Planet Size >19
  • x0 if   High Gravity
  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 from Jobs
  •   +3 Max Mining Districts
  • x0 if moon
  • x2 if   Low Gravity
  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% Habitability
  •   +10% Pop Growth speed
  •   −20% Government ethics attraction
  Machine World
  Hive world
Something in the air of this planet seems to put people in the mood to reproduce.
  Carbon World   +15% Minerals from Jobs x0 if not   Barren   No This world has been formed mostly out of carbon, and contains little oxygen.
  Exceptional Quality Minerals
  •   +25% Minerals from Jobs
  •   +8 Max Mining Districts
  • x8 if   High Gravity
  • x0 if   Carbon World
  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 Max Mining Districts
  • x0 if not   Gas Giant
  • x0 if no moons
  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 from Jobs
  •   +4 Max Mining Districts
  • x4 if   High Gravity
  • x0 if   Carbon World
  No An abundance of high quality minerals in this planet's crust makes mining here a lucrative business.
  •   +10% Habitability
  •   +20% Food from Jobs
  •   +4 Max Agriculture Districts
  • x3 if   Gaia
  • x2 if   Low Gravity
  • x0 if   Bleak
  Machine World
  Hive world
Life thrives here, the fauna is plentiful and the flora grows rapidly.
  Natural Beauty
  •   +5% Happiness
  •   +25% Migration Pull
x3 if   Gaia   Machine World
  Hive world
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 Max Generator Districts
  • x2 if   High Gravity
  • x0 if   Weak Magnetic Field
  No This planet has an abnormally high magnetic field. This will interfere with many of our instruments and computers.
  Titanic Life   +25% Society from Jobs
  • x8 if   High Gravity
  • x0.5 if   Low Gravity
  • x0 if   Hostile Fauna
  No The lifeforms of this planet are built on a massive scale and can be incredibly dangerous even without meaning any harm.
  Terraforming Candidate
  • Can be terraformed
  • Barren World anomaly
  • Worlds made Barren by a crisis
  • Always present on Mars
  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.
  Holy World   −200 Opinion with FE if colonized
  • Prophets Retreat
  • Walled Garden
  • Emerald Mausoleum
  • Pristine Jewel
  No The planet is considered sacred by a nearby Fallen Empire. Colonizing it will anger them greatly.
  •   +10% Happiness
  •   +10% Unity from Jobs
  •   +20% Food from Jobs
  •   +25% Migration Pull
Unique to the Gaia world Paridayda   No A paradiasaical world of unparalleled beauty.

Event Modifiers

These planet modifiers can only be added by events.

Modifier Effects Event Description
  Subterranean Civilization
  •   +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.
  Subterranean Cities
  •   +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.
  Ancient Terraforming
  •   +20% Pop Growth Speed
Abandoned Terraforming Equipment
(Resume Process Special Project)
Ancient terraforming techniques have turned this world into a lush paradise.
  Abandoned Terraforming Project
  •   -20% Food from Jobs
  •   -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.
  Surviving Infrastructure
  •   -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.
  Loop Temple Visitor Center
  •   +5% Happiness
The Loop Temple: Time and Stone Cheery, efficient staff guided tours past primordial sigils bright under floodlights and marked with helpful plaques.
  Loop Temple Pilgirms' Way
  •   +10% Happiness
The Loop Temple: Time and Stone
   Spiritualist option
Once again, the basalt arches whisper with the hushing of feet and the echo of prayers.
  Superflare Shielding
  •   +10% Unity from Jobs
(Superflare Shielding special project)
This planet's populace is shielded from the harmful effects of it's sun's superflare activity.
  C.A.R.E. Interactive Interface
  •   +10% Energy from Jobs
(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
  Ancient Harvesters
  •   +20% Food from Jobs
Ancient solar-powered harvesters assist in gathering the planet's crops
  Dead god
  •   +200% Spiritualist Ethics Attraction
The corpse of some gargantuan alien creature keeps silent vigil in orbit over this planet.
  Resonant Crystals
  •   +33% Governing Ethics Attraction
  •   +10% Happiness
The resonant crystals that line this planet's tectonic crust resonate at a medically therapeutic frequency for our species.
  Soothing Magnetism
  •   +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
  •   -10% Habitability
  •   +10% Society From Jobs