Colonization

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Fleet task colonize 2.png

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 Engineering Research.png 12x engineering output (between 250 ~ 100000)

Humanoid empire colonizing a new world

Habitability[edit | edit source]

Mod habitability.png 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. Planet ringworld.png Ring Worlds, Planet gaia.png Gaia Worlds, and Planet city.png Ecumenopolises have maximum habitability for all species, while Planet nuked.png Tomb Worlds, Planet ai.png Machine Worlds, and Planet infested.png Hive Worlds (except for Hive-minded.png Hive-Minded species) normally have Mod habitability.png 0% habitability for biological species.

Tier Base
Gaia World, Ecumenopolis, and Ring World 100%
Hive World for Hive-minded.png Hive-Minded species 100%
Exact match 80%
Habitat 70%
Climate category match 60%
Climate category mismatch 20%
Tomb World, Machine World, and Hive World 0%
  • Every 1% reduction of habitability below 100% increases pops' Upkeep upkeep and Mod pop amenities usage mult.png amenities usage by +1% and reduces their Mod pop resource output.png job output and Mod pop growth speed.png 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 Auth machine intelligence.png Machine Intelligences require the Droids Droids technology to build colony ships using robots.
  • Genetically modifying the climate preference of the pops, which requires the Tech glandular acclimation.png 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 MegaCorp.png 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.

Icon Meaning
Colonizability green.png World is has at least 70% Mod habitability.png habitability for at least one species in the player's empire
Colonizability yellow.png World has 40–69% Mod habitability.png habitability for at least one species in the player's empire
Colonizability red.png World has below 40% Mod habitability.png habitability for all species in the player's empire
Colonizability orange.png World is habitable but not surveyed
Colonizability blue.png World is currently being terraformed
Colonizability white.png World has the Pm planet from space.pngPm frame 1.png Terraforming Candidate modifier

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:

Source Habitability (empire)
Resolution ecological protection.png Ecological Protection resolution 5 +15%
Tradition adaptability environmental diversification.png Environmental Diversification tradition +10%
Resolution ecological protection.png Ecological Protection resolution 4 +10%
Resolution ecological protection.png Ecological Protection resolution 3 +5%
Civic ascetic.png Ascetic civic +5%
Tech colonization 2.png Atmospheric Filtering technology +5%
Tech colonization 3.png Hostile Environment Adaptation technology +5%
Tech colonization 4.png Foreign Soil Enrichment technology +5%
Tech colonization 5.png Eco-Integration Studies technology +5%
Tech integrated cybernetics.png Integrated Cybernetics technology +5%
Agenda Conquer Nature agenda +5%
Resolution industrial development.png Industrial Development resolution 1 −2%
Resolution industrial development.png Industrial Development resolution 2 −5%
Resolution industrial development.png Industrial Development resolution 3 −10%
Resolution industrial development.png Industrial Development resolution 4 −20%
Resolution industrial development.png Industrial Development resolution 5 −25%
Source Habitability (species)
Trait mechanical.png Mechanical trait +200%
Machine unit.png Machine trait +200%
Trait lithoid.png Lithoid trait +50%
Resilient Nivlac trait +50%
Robust.png Robust trait +30%
Trait excessive endurance.png Excessive Endurance trait +30%
Trait cybernetic.png Cybernetic trait +20%
Trait clone soldier ascendant.png Clone Soldier Ascendant trait +20%
Extremely Adaptive.png Extremely Adaptive trait +20%
Trait spliced adaptability.png Spliced Adaptability trait +20%
Adaptive.png Adaptive trait +10%
Trait presapient starborn.png Starborn trait +10%
Bioadaptability.png Bioadaptability trait +10%
Nonadaptive.png Nonadaptive trait −10%

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 society research to unlock, and each terraforming project requires large investments of Energy.png energy and Time 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 Tech ecological adaptation.png Ecological Adaptation technology. Doing so inflicts a Mod pop happiness.png −20% happiness penalty on the planet for the duration of the process.

Only the following terraformings are possible:

Original climate New climate Energy.png Cost Time Years Requirements
Planet alpine.pngPlanet arctic.pngPlanet tundra.png Frozen Planet alpine.pngPlanet arctic.pngPlanet tundra.png Frozen 2000 5 Tech terrestrial sculpting.png Terrestrial Sculpting technology
Planet arid.pngPlanet desert.pngPlanet savannah.png Dry Planet arid.pngPlanet desert.pngPlanet savannah.png Dry
Planet continental.pngPlanet ocean.pngPlanet tropical.png Wet Planet continental.pngPlanet ocean.pngPlanet tropical.png Wet
Planet alpine.pngPlanet arctic.pngPlanet tundra.png Frozen Planet arid.pngPlanet desert.pngPlanet savannah.png Dry or Planet continental.pngPlanet ocean.pngPlanet tropical.png Wet 5000 10
Planet arid.pngPlanet desert.pngPlanet savannah.png Dry Planet alpine.pngPlanet arctic.pngPlanet tundra.png Frozen or Planet continental.pngPlanet ocean.pngPlanet tropical.png Wet
Planet continental.pngPlanet ocean.pngPlanet tropical.png Wet Planet alpine.pngPlanet arctic.pngPlanet tundra.png Frozen or Planet arid.pngPlanet desert.pngPlanet savannah.png Dry
Planet barren.png Barren Planet arid.pngPlanet desert.pngPlanet savannah.png Dry 5000 10
  • Tech climate restoration.png Climate Restoration technology
  • Pm planet from space.pngPm frame 1.png Terraforming Candidate modifier
Planet continental.pngPlanet ocean.pngPlanet tropical.png Wet 10000 15
Planet alpine.pngPlanet arctic.pngPlanet tundra.png Frozen 15000 20
Planet barren cold.png Barren (Cold) Planet alpine.pngPlanet arctic.pngPlanet tundra.png Frozen 5000 10
Planet continental.pngPlanet ocean.pngPlanet tropical.png Wet 10000 15
Planet arid.pngPlanet desert.pngPlanet savannah.png Dry 15000 20
Planet toxic.png Nanite Any regular climate 1000 1
Planet frozen.png Frozen Planet ocean.png Ocean 12500 25
  • Tech climate restoration.png Climate Restoration technology
  • Pm planet from space.pngPm frame 1.png Frozen Terraforming Candidate modifier
  • Ap hydrocentric.png Hydrocentric ascension perk
Planet nuked.png Tomb Any regular climate 10000 20 Tech climate restoration.png Climate Restoration technology
Planet infested.png Hive
Planet ai.png Machine
All regular climates Planet gaia.png Gaia 7500 10 World Shaper World Shaper ascension perk
Planet nuked.png Tomb 12500 25
Planet barren.pngPlanet barren cold.png Barren
  • World Shaper World Shaper ascension perk
  • Pm planet from space.pngPm frame 1.png Terraforming Candidate modifier
Any habitable Planet infested.png Hive 10000 20 Hive Worlds Hive Worlds ascension perk
Planet barren.pngPlanet barren cold.png Barren
  • Hive Worlds Hive Worlds ascension perk
  • Pm planet from space.pngPm frame 1.png Terraforming Candidate modifier
Any habitable Planet ai.png Machine Machine Worlds Machine Worlds ascension perk
Planet barren.pngPlanet barren cold.png Barren
  • Machine Worlds Machine Worlds ascension perk
  • Pm planet from space.pngPm frame 1.png Terraforming Candidate modifier
Planet toxic.png Toxic Any habitable except Planet continental.png Continental 10000 10
  • Detox Detox ascension perk
  • Tech climate restoration.png Climate Restoration technology
  • Pm planet from space.pngPm frame 1.png Toxic Terraforming Candidate modifier
Planet continental.png Continental 15
All regular climates Planet nuked.png Tomb Energy.png 1000
Exotic gases.png 100
Volatile motes.png 100
10
  • Relentless IndustrialistsRelentless Industrialists (Corporate) Relentless Industrialists
  • Menu icon policies.png For Science! Industrialism policy
Planet gaia.png Gaia Energy.png 2500
Exotic gases.png 200
Volatile motes.png 200
15
Planet barren.png Barren 12500 25
  • Relentless IndustrialistsRelentless Industrialists (Corporate) Relentless Industrialists
  • Menu icon policies.png For Science! Industrialism policy
  • Tech climate restoration.png Climate Restoration technology
  • Pm planet from space.pngPm frame 1.png Terraforming Candidate modifier

The following Pm unknown.pngPm frame 2.png planet modifiers are always removed when terraforming a planet:

  • Pm bleak.pngPm frame 3.png Bleak
  • Pm irradiated.pngPm frame 3.png Irradiated
  • Pm hazardous weather.pngPm frame 2.png Hazardous Weather
  • Pm dangerous wildlife.pngPm frame 2.png Hostile Fauna
  • Pm wild storms.pngPm frame 2.png Wild Storms
  • Pm planet from space.pngPm frame 1.png Second Home

If the planet is being terraformed into either a Planet ai.png Machine or Planet infested.png Hive World the following modifiers are also removed:

  • Pm atmospheric hallucinogen.pngPm frame 2.png Atmospheric Hallucinogen
  • Pm atmospheric aphrodisiac.pngPm frame 1.png Atmospheric Aphrodisiac
  • Pm lush.pngPm frame 1.png Lush
  • Pm natural beauty.pngPm frame 1.png Natural Beauty

If the planet being terraformed was a Planet toxic.png Toxic World, the following blockers will be created:

  • D poisonous algae blocker.png Poisonous Algae
  • D rotten soil blocker.png Rotten Soil
  • D tainted snowcaps blocker.png Tainted Snowcaps
  • D unpleasant atmosphere blocker.png Unpleasant Atmosphere
  • D venomous insects blocker.png Venomous Insects

If the planet is terraformed into a Planet ai.png Machine World any Pop.png Pops on the planet without the Trait cybernetic.png Cybernetic, Trait mechanical.png Mechanical, or Machine unit.png Machine traits are all killed and an D bubbling swamp.png 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:

  • Bombardment armageddon.png Armageddon bombardment: if the last pop is killed, the planet becomes a Planet nuked.png Tomb World
  • Bombardment full.png Javorian Pox bombardment: if the last pop is killed, the planet becomes a Planet nuked.png Tomb World, does not kill Trait mechanical.pngMachine unit.png robotic pops
  • Ship part deluge.png Deluge Machine Colossus: all pops without the Trait aquatic.png Aquatic trait are killed, planet is terraformed into an Planet ocean.png 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 Planet toxic.png Toxic World, if planet was previously habitable it will have the Pm planet from space.pngPm frame 1.png Toxic Terraforming Candidate modifier
  • The Worm can terraform all planets and moons in the empire's capital system, habitable and uninhabitable alike, into Planet nuked.png Tomb Worlds; only Planet gas giant.png Gas Giants, Planet nuked.png Relic Worlds, and Planet city.png Ecumenopolises are spared.
  • Gaia Seeders Gaia Seeders: Civic idyllic bloom.pngCivic hive idyllic bloom.png Idyllic Bloom empires can build special buildings that will terraform the world into a Planet gaia.png Gaia world. They can also build a holding on subjects' worlds to terraform those worlds.
  • Relentless IndustrialistsRelentless Industrialists (Corporate) Relentless Industrialists can build Coordinated Fulfillment Center Coordinated Fulfillment Center and Universal Productivity Alignment Facility Universal Productivity Alignment Facility buildings which terraform planets into Planet nuked.png 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]

Mod country terraforming cost.png Terraforming cost and Mod country terraform speed mult.png speed can be affected by the following:

Source Energy.png Cost Time Speed DLC
World Shaper World Shaper ascension perk −25%
Ap hydrocentric.png Hydrocentric −25% to Ocean Aquatics.png
Ancient Relics.png Secrets of the Baol empire modifier −15% Ancient Relics.png
Mod country terraform speed mult.png Shallarian Terraforming Knowledge empire modifier −10% +20% Federations
Mod country terraform speed mult.png Mask of Transformation empire modifier −10% +10%
World shaper World Shaper ruler trait +25%
Menu icon edicts.png Terraforming Gases edict +50%
Exotic gases.png Exotic Gases Shortages Situation −20% per stage
Resolution ecological protection.png Ecological Protection resolution 4 +25% Federations
Resolution ecological protection.png Ecological Protection resolution 5 +100% Federations

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.png pop(s) that will be sent to the new colony. Species require the Species right colonization rights.png 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.

Primary species Auth democratic.pngAuth oligarchic.pngAuth dictatorial.pngImperialAuth corporate.png Auth hive mind.png Origins tree of life.png
Biological
  • Alloys.png 200 Alloys
  • Food.png 200 Food
  • Consumer goods.png 200 Consumer Goods
  • Alloys.png 200 Alloys
  • Food.png 500 Food
  • Alloys.png 50 Alloys
  • Food.png 1000 Food
Trait lithoid.png Lithoid
  • Alloys.png 200 Alloys
  • Minerals.png 200 Minerals
  • Consumer goods.png 200 Consumer Goods
  • Alloys.png 200 Alloys
  • Minerals.png 500 Minerals
  • Alloys.png 50 Alloys
  • Minerals.png 500 Minerals
  • Food.png 500 Food
Trait mechanical.pngMachine unit.png Robot Alloys.png 400 Alloys No.png No.png

The Trait ruler frontier spirit.png Frontier Spirit ruler trait reduces the cost of colony ships by −35%.

Alternate colony ships[edit | edit source]

Meteorite Colony Ship

In addition to regular colony ships, empires with the Civic corporate dominion.png Corporate Dominion or Civic private prospectors.png Private Prospectors civics can also construct Private Colony Ships, which cost Energy.png 500 energy instead.

Similarly, empires with the Origins lithoid.png Calamitous Birth origin can also construct Lithoid Meteorites, which cost Minerals.png 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 Pm asteroid impacts.pngPm frame 3.png Lithoid Crater modifier, which adds Mod habitability.png −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 Tile Blocker.png 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 District.png districts and Building buildings.

The Colonization Fever Colonization Fever tradition and the R cryo core.png Yuht Cryo Core relic each increase the number of initial pops on a new colony by +1. Auth machine intelligence.png 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:

Source Colony development speed
Planet habitat.png Habitat +200%
Menu icon edicts.png Evacuation Protocols edict +100%
Tech cryostasis 1.png AI-controlled Colony Ships technology +50%
Tech cryostasis 2.png Self-Aware Colony Ships technology +50%
Tech planetary infrastructure 1.png Ceramo-Metal Infrastructure technology +25%
Tech planetary infrastructure 2.png Durasteel Infrastructure technology +25%
Expansion Expansion tradition tree +25%
Agenda Superior Colonies agenda +25%
Trait ruler expansionist.png Expansionist diplomatic stance +15%

References[edit | edit source]


Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthics
Governance EmpireGovernmentCivicsPoliciesEdictsLeaderFactionsTechnologyTraditionsSituations
Economy EconomyPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs