Colonization
Version

This article is for the PC version of Stellaris only.
Colonization is the process of establishing control over an uninhabited, habitable planet with a Colony Ship.
The first time an empire colonizes another world, it gains 12x engineering output (between 250 ~ 100000)
Habitability[edit | edit source]
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Habitability is the measure of how comfortably a species can live on a planet. Most species have a climate preference for one of the primary habitable planet types, although more exotic preferences are possible. A planet's habitability for a given species is determined by how closely its climate matches that species' preference. The 9 regular habitable world types are divided into 3 climate categories: dry, frozen, and wet.
Ring Worlds,
Gaia Worlds, and
Ecumenopolises have maximum habitability for all species, while
Tomb Worlds,
Machine Worlds, and
Hive Worlds (except for
Hive-Minded species) normally have
0% habitability for biological species.
- Every 1% reduction of habitability below 100% increases pops'
upkeep and
amenities usage by +1% and reduces their
job output and
species growth by −0.5%. It floors at 0% Habitability, giving +100% pop upkeep and amenities usage, and −50% job output and pop growth.
- Homeworlds have +30% habitability for the species originating from them.
- Robot pops have 200% habitability for each planet type.
- Low Habitability can trigger various events.
There are four ways to improve habitability:
- Terraforming the planet. This needs a certain technology and may have additional requirements depending on the original planet.
- Using robot pops, which are not affected by habitability. Empires that aren't
Machine Intelligences require the
Droids technology to build colony ships using robots.
- Genetically modifying the climate preference of the pops, which requires the
Glandular Acclimation technology. Since this modifies all pops on the selected world either the planet must be colonized first or an existing world where changing habitability won't be an issue (Gaia World, Ring World, Ecumenopolis, Habitat) should be selected.
- Obtaining alien species with a different climate preference. This can be done by conquest, migration treaty, infiltrating a pre-FTL civilization, uplifting a pre-sapient species, certain events and offers or the
Slave Market. Empires can colonize with any species that has migration access to the empire, even if no pops of that species live on the empire's worlds.
Visual cues[edit | edit source]
Systems containing 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.
Planets with an anomaly or a primitive civilization cannot be colonized.
Improving habitability[edit | edit source]
Aside from changing climate preference, there are also various other methods for improving habitability:
Terraforming[edit | edit source]
Terraforming is the act of changing the planet classification of a planet in order to make it more Habitable for the empire's species. Terraforming technologies requires significant society research to unlock, and each terraforming project requires large investments of
energy and
time.
The first time a planet is terraformed, there's a chance of triggering a terraforming event. Terraformed planets cannot receive colony events.
A planet must be surveyed and within the empire's borders to be terraformed. It is possible to terraform inhabited planets if the empire has the Ecological Adaptation technology. Doing so inflicts a
−20% happiness penalty on the planet for the duration of the process.
Only the following terraformings are possible:
The following planet modifiers are always removed when terraforming a planet:
If the planet is being terraformed into either a Machine or
Hive World the following modifiers are also removed:
If the planet being terraformed was a Toxic World, the following blockers will be created:
If the planet is terraformed into a Machine World any
Pops on the planet without the
Cybernetic,
Mechanical, or
Machine traits are all killed and an
Organic Slurry deposit is added.
When and if terraforming a planet to Hive or Machine World, keep in mind that all planetary features, excluding a few rare ones that give access to rare resources, will always be removed.
Alternative terraforming methods[edit | edit source]
In addition to the regular terraforming mechanics above, certain events, special projects, decisions, or other actions can change a planet's classification. The following is a partial list:
Armageddon bombardment: if the last pop is killed, the planet becomes a
Tomb World
Javorian Pox bombardment: if the last pop is killed, the planet becomes a
Tomb World, does not kill
robotic pops
Deluge Machine Colossus: all pops without the
Aquatic trait are killed, planet is terraformed into an
Ocean World, owned planets can be targeted, if any pops remain, perpetrator gains ownership of the planet if not already owned
- Toxic God Colossus: all pops are killed, all deposits and buildings are removed, planet is terraformed into a
Toxic World, if planet was previously habitable it will have the
Toxic Terraforming Candidate modifier
- The Worm can terraform all planets and moons in the empire's capital system, habitable and uninhabitable alike, into
Tomb Worlds; only
Gas Giants,
Relic Worlds, and
Ecumenopolises are spared.
- Gaia Seeders:
Idyllic Bloom empires can build special buildings that will terraform the world into a
Gaia world. They can also build a holding on subjects' worlds to terraform those worlds.
Relentless Industrialists can build Coordinated Fulfillment Center and Universal Productivity Alignment Facility buildings which terraform planets into
Tomb Worlds over time. The first time triggers the Environmental Deterioration situation, and in following instances, the planet is terraformed without any warning.
Cost reduction & speed[edit | edit source]
Terraforming cost and
speed can be affected by the following:
Colony ships[edit | edit source]
Colony ships allow an empire to settle habitable planets or megastructures in owned systems. When ordering the construction of a colony ship, the player is given the option of choosing the species or sub-species of the pop(s) that will be sent to the new colony. Species require the
Colonization Allowed species rights to be selected for new colony ships. Pops are neither consumed nor transported in this process. Once constructed, the colony ship may be sent to any habitable world within an owned system to start a colony. Colony ships take one year to build and their upkeep cost is maintained throughout the whole colonization process. Colony ships can also be built through the interface of the planet to be colonized, which automatically queues the colonization order as long as the path is not blocked.
The cost of a colony ship depends mainly on the empire's primary species class and governing authority.
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The Frontier Spirit ruler trait reduces the cost of colony ships by −35%.
Alternate colony ships[edit | edit source]
In addition to regular colony ships, empires with the Corporate Dominion or
Private Prospectors civics can also construct Private Colony Ships, which cost
500 energy instead.
Similarly, empires with the Calamitous Birth origin can also construct Lithoid Meteorites, which cost
500 minerals instead, have no upkeep cost, and take only 150 days to build. Lithoid Meteorites also have a much faster sublight speed than regular colony ships. A planet colonized by a lithoid meteorite gains two Buried Lithoids blockers and the
Lithoid Crater modifier, which adds
−50% habitability.
Colony development[edit | edit source]
When a Colony Ship lands on a planet, a period of initial development will occur during which a colony is extremely vulnerable: just a few days of orbital bombardment will wipe it out completely and the new colony will not produce any resources nor will pops grow on the world. It is possible to remove blockers while the colony is developing, however their clearance cannot be cancelled or reordered until the colony is fully established. Once the colony has been successfully established, it will have a tier 1 capital building and a single pop of the species selected for the colony ship. It is then possible to develop the planet by constructing
districts and
buildings.
The Colonization Fever tradition and the
Yuht Cryo Core relic each increase the number of initial pops on a new colony by +1.
Machine Intelligence empires' colonies also start with +1 initial pop.
The initial development period lasts about 2 years and 10 months. Colony development speed can also be reduced by the following:
References[edit | edit source]
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics |
Governance | Empire • Government • Civics • Policies • Edicts • Leader • Factions • Technology • Traditions • Situations |
Economy | Economy • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |