Celestial body

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.5.

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.

Summary of celestial body types[edit]

Habitable worlds[edit]

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 10 habitable worlds are divided equally into 3 climate categories: dry, frozen and wet, with Gaia worlds being notable exceptions.

Type Climate Description
Planet arid.png 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.
Planet desert.png 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.
Planet savannah.png 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.
Planet alpine.png 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.
Planet arctic.png 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.
Planet tundra.png 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.
Planet continental.png 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.
Planet ocean.png 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.
Planet tropical.png 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.
Planet gaia.png Gaia Ideal An ideal, temperate world with a nitrogen-oxygen atmosphere and a resilient ecosystem. Optimal conditions for all known higher forms of life at different latitudes.

A Gaia world will always feature 100% habitability for any species and generally has only beneficial modifiers, making it the best habitable world available. However the Holy Guardians consider some of these worlds holy (easily identifiable from their special names) and colonizing them will incur their ire.

Uninhabitable worlds[edit]

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

Type Potential Strategic Resources Description
Planet asteroid.png Asteroid
  • Garanthium.png Garanthium Ore
  • Orillium.png Orillium Ore
  • Teldar.png Teldar Crystals
  • Yurantic.png Yurantic crystals
A larger asteroid or planetoid standing out in the dense cluster of smaller bodies.
Planet barren.png Barren Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and completely devoid of life.
Planet barren cold.png Cold Barren Barren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and completely devoid of life.
Planet frozen.png Frozen
  • Terraform Liquids.png Terraforming Liquids
  • Teldar.png Teldar Crystals
  • Yurantic.png Yurantic 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.
Planet gas giant.png Gas Giant
  • Engos.png Engos Vapor
  • Lythuric.png Lythuric Gas
  • Pitharan.png Pitharan Dust
  • Satramene.png Satramene Gas
  • Terraform Gases.png Terraforming Gases
  • Zro.png Zro
Gaseous planet with an atmosphere primarily composed of hydrogen and helium surrounding a dense core.
Planet molten.png Molten 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.
Planet toxic.png Toxic
  • Engos.png Engos Vapor
  • Pitharan.png Pitharan Dust
  • Satramene.png Satramene Gas
A rocky planet with a thick atmosphere that is lethal to all known higher forms of life.

Special worlds[edit]

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
Planet ai.png AI This planet is created by the AI Rebellion. 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.
Planet asteroid.png Crystalline Asteroid Multiple such asteroids are present in a unique Guardian system. They have a very large amount of minerals per asteroid, but attempting to mine them will awaken the hives. A large asteroid covered in some kind of crystalline outcroppings.
Planet infested.png 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.
Shielded.png 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). This entire world is encased in some kind of impenetrable energy barrier. It blocks all scans of the surface.
Planet shroud.png Shrouded Created after the 50-year Covenant with the End of the Cycle finishes. All shroud-marked worlds are turned into this type of world. Afterwards, an inhabited world can be turned into a shrouded world by the Warped Consciousness Reckoning, though worlds that do not have intelligent life on them are spared. Cannot be recovered. Our sensors are unable to penetrate the thick fog surrounding the planet. Ships that enter it do not return.
Planet nuked.png Tomb A habitable world can be turned into a tomb world by game events, such as a pre-FTL species starting a nuclear war during the Atomic Age. These worlds are habitable but feature the poorest base habitability rating. A rocky world with a nitrogen-oxygen atmosphere. It is currently experiencing a nuclear winter, with dense layers of sooty aerosols in the atmosphere. High levels of surface radiation. Minimal signs of life.

Habitable Megastructures[edit]

Habitable megastructures are entirely artificial and feature 100% Mod habitability.png habitability for every species.

Note: It is also possible to repair a damaged ring world in the base game (but not constructing a new one).

Type Size Notes Description
Planet habitat.png Habitat 12
  • Requires the Ap voidborn.png Voidborn ascension perk
  • Cannot build speaceports
  • Has no natural resources (Unless the planet they are built over has some, which will be transferred to tiles)
  • Have their own unique set of buildings distinct from the normal planetary buildings
  • Overall, habitats are efficient when it comes to research and energy general, but do poorly when it comes to food and mineral production.
A self sustaining station built for permanent habitation.
Planet ringworld.png Ring World 25
  • Intact Ring Worlds are found only in the systems of the Keepers of Knowledge Fallen Empire and the Sanctuary system.
  • Can be repaired from broken segments with the Tech mega engineering.png Mega-Engineering technology
  • Can be built or repaired from broken segments after taking the Ap the circle of life.png The Circle of Life ascension perk
  • A crisis overruning a segment will destroy it
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[edit]

A star is a celestial body that usually composes the center of a star system. They are classified based on their spectral characteristics. Some star systems can however be more special, like a black hole, pulsar, or a neutron star. The star type influences the generation of the solar system.

Type Potential Resources Description
Black Hole.png Black Hole Dark Matter.png Dark Matter Typically formed as a result of the collapse of a very massive star at the end of its life cycle, black holes have extremely strong gravity fields that prevent anything - including light - from escaping once the event horizon has been crossed.
A Star.png Class A These relatively young white or bluish-white main-sequence stars are typically among the most visible to the naked eye. They are large and rotate very quickly, but will eventually evolve into slower and cooler red giants.
B Star.png Class B The large class B main-sequence stars are very bright and blue. Although somewhat rare, the luminosity of these stars make them among the most visible to the naked eye.
F Star.png Class F F-type stars are fairly large and often referred to as yellow-white dwarves. Although they often emit significant amounts of UV radiation, their wide habitable zones have a good chance of supporting life-bearing worlds.
G Star.png Class G Often referred to as yellow dwarves, G-type stars actually range in color from white to slightly yellow. Main-sequence stars fuse hydrogen for roughly 10 billion years before they expand and become red giants. Although their lifespans are shorter than K-type stars, worlds inside the habitable zone of a G star often enjoy optimal conditions for the development of life.
K Star.png Class K These main-sequence stars, sometimes referred to as orange dwarves, are a fairly common sight. They are stable on the main-sequence for up to 30 billion years, meaning that worlds orbiting a K-type star have a longer than average window to evolve life.
M Star.png Class M The most common stars in the universe, often referred to as red dwarves. Their low luminosity means they are difficult to observe with the naked eye from afar. Although they typically have an extremely long lifespan, red dwarves emit almost no UV light resulting in unfavorable conditions for most forms of life.
Neutron Star.png Neutron Star Neutronium.png Neutronium Ore These incredibly dense stellar remnants are sometimes created when a massive star suffers a rapid collapse and explodes in a supernova. Although their diameter is typically as little as ten kilometers, their mass is many times greater than an average G-type star.
Pulsar.png Pulsar Pulsars are highly magnetized neutron stars that emit beams of electromagnetic radiation. As the star rotates, the radiation beam is only visible when it is pointing directly at the observer. This results in a very precise interval of pulses, which sometimes is so exact that it can be used to measure the passage of time with extreme accuracy.

Resource Deposits[edit]

While basic resources (energy, minerals, research points) are randomly and evenly distributed across the galaxy, strategic resources only appear on certain types of celestial bodies. If allowed, basic resource deposit can exist both in orbit and on surface of a habitable world, although each planet may have only one orbital deposit. Food deposits and mixed deposits with food will only appear on surface of habitable planets. Strategic resources spawned with energy or minerals require mining stations, while collecting those accompanied with research points needs research stations. Garanthium, Lythuric Gas, Engos Vapor, Teldar Crystals, Pitharan Dust and Orillium will spawn in clusters, which mean they are rich in some sectors but rarely found in rest part of the galaxy. Betharian stone and alien pet are no longer collectible, but they will serve as prerequisite to construct certain planetary buildings.Habitats will not contain except for one tile containing the orbital resources.

Resource Amount Appearance
Minerals.png 1 any habitable planet
2 asteroid, barren, cold barren, molten, toxic, frozen, any habitable planet
3 asteroid, frozen, molten, toxic, any habitable planet
4 asteroid, habitable planet with mineral rich or ultra rich, always on planet with modifier chthonian planet
6 crystal asteroid (Hive Asteroid event), miner drone
8 crystal asteroid (Hive Asteroid event)
10 miner home base
Energy Credits.png 1 any habitable planet
2 molten, gas giant, any main sequence star, any habitable planet
3 gas giant, any main sequence star
4 gas giant
100 partially completed dyson sphere stage 3
200 partially completed dyson sphere stage 4
300 partially completed dyson sphere stage 5
400 completed Dyson sphere
Energy Credits.png/Minerals.png 1/1 any habitable planet
30/30 Dragon's Hoard (Ether Drake event)
Society Research.png 1 any habitable planet
2 toxic, any habitable planet
3 toxic, any habitable planet, more likely on planet with natural beauty, lush, titanic life, dangerous wildlife, atmospheric aphrodisiac or atmospheric hallucinogen modifier
4 any habitable planet, more likely on planet with natural beauty, lush, titanic life, dangerous wildlife, atmospheric aphrodisiac or atmospheric hallucinogen
Physics Research.png 1 any habitable planet
2 any main sequence star, any habitable planet
3 neutron star, pulsar, any habitable planet, planet with chthonian or wild storm modifier
4 neutron star, pulsar, black hole, any habitable planet, planet with modifier chthonian or wild storm
8 shielded world in sapphire crystal home
10 black hole in void cloud home
Engineering Research.png 1 any habitable planet
2 frozen, gas giant, any habitable planet
3 frozen, gas giant, molten, neutron star, pulsar, black hole, any habitable planet with modifier unstable tectonics, planet with modifier chthonian
4 molten, neutron star, pulsar, black hole, any habitable planet with modifier unstable tectonics, planet with modifier chthonian
8 anomaly event
Physics Research.png /Society Research.png/Engineering Research.png
4/4/4 gargantua after infinity machine event chain (only on success)
10/10/10 pantagruel (black hole rarely created when you finish the infinity machine event chain on success)
30/30/30 science nexus stage 2
60/60/60 science nexus stage 3
90/90/90 Completed science nexus
Terraform Gases.png Terraforming Gases/Energy Credits.png 1/3 gas giant
Terraform Liquids.png Terraforming Liquids/Energy Credits.png 1/3 frozen
Garanthium.png Garanthium Ore/Minerals.png 1/3 asteroid
Lythuric.png Lythuric Gas/Society Research.png/Physics Research.png 1/1/1 gas giant
Engos.png Engos Vapor/Society Research.png/Physics Research.png 1/1/1 gas giant, toxic
Teldar.png Teldar Crystals/Society Research.png/Engineering Research.png 1/1/1 asteroid, frozen
Yurantic.png Yurantic Crystals/Society Research.png/Engineering Research.png 1/1/1 asteroid, frozen
Pitharan.png Pitharan Dust/Society Research.png/Engineering Research.png 1/1/1 gas giant, toxic
Orillium.png Orillium Ore/Engineering Research.png 1/2 asteroid
Neutronium.png Neutronium Ore/Engineering Research.png 1/5 neutron star
Dark Matter.png Dark Matter/Physics Research.png 1/5 black hole
Living Metal.png Living Metal/Engineering Research.png 1/5 inhabitable ring worlds (event only)
Satramene.png Satramene Gas/Energy Credits.png 1/4 gas giant, toxic
Zro.png Zro/Society Research.png/Physics Research.png 1/2/2 gas giant
Betharian.png Betharian Stone/Energy Credits.png 1/1 local planetary resource habitable worlds, except tomb worlds
Alien Pets.png Alien Pets/Society Research.png 1/3 local planetary resource habitable worlds, except tomb worlds, habitable ring worlds

In the table, if not specified, habitable worlds means it can be any of the followings: 9 types of primary habitable worlds, gaia world, ring world and tomb world. Strategic resources have a higher chance of spawning in nebulas

Planetary details[edit]

Species preference[edit]

See also: Traits#Habitability traits

Every species has a preference for one of the primary habitable world types. A planet's habitability (and terraforming costs) is determined by its climate system. The 9 habitable worlds are divided equally into 3 climate categories: dry, frozen and wet. A species' homeworld will always have 100% habitability while other planets of that type will have 80% habitability. The other two planet types in the same climate category will have a base rating of 60% habitability. Planets of other climate categories will have a rating of 20% habitability.

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

Worlds of any type may have features which either increase or decrease their habitability. If present, these features will be identified when the world is surveyed by a science ship.

Colonization[edit]

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

  1. Research
  2. Terraforming
  3. Genetic modification
  4. Species diversity
  5. Building Habitats

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

Visual cues[edit]

Not all planets are equally habitable by all species. Each species has a trait which gives it the highest habitability rating on its home planet type, then reduced (but still acceptable) levels on other world types. A population's happiness is capped at the habitability of the planet for their species. Habitability cannot exceed 100%.

Habitability is spread out on five tiers, with the homeworld of a species always starting at 100%. Furthermore, certain planetary modifiers can modify habitability. There are also traits and various other sources that can improve habitability for certain pops (such as 'Adaptive', described further below on the page).

Tier Base
Gaia, Ringworld, or Habitat 100%
Exact Match
80%
Climate Match
60%
Climate Mismatch
20%
Tomb World
0%

Systems containing surveyed or non-surveyed habitable worlds will have a planet icon that is either green, yellow or red, depending on the habitability percentage of the most suitable world that the system contains.

  • Green: At least one world in the system is >70% habitable for at least one species in the player's empire.
  • Yellow: The best world in the system is 40-69% habitable for at least one species in the player's empire.
  • Red: All of the worlds in this system are less than 40% habitable for all species in the player's empire.

Sometimes other factors can prevent colonization of a world. Some common reasons for not being able to colonize an otherwise habitable world are:

  • The world has not yet been surveyed
  • There is an anomaly on the world which has not yet been researched
  • The system is within another empire's borders
  • The world is colonized by a pre-spaceflight civilization (excluding pre-sentients)

Note: a species can only colonize a certain planet if its habitability there is more than 40%.

Zooming in to the system and mouseing-over the planet icon may reveal useful information about what is preventing the player's empire from colonizing the world. e.g. If the tool tip says the world is 'controlled by Unidentified Empire' or 'belongs to someone else', another empire is in control of the system. In this case, surveying the world will reveal the empire that controls it. This action can cause the player's science ship to be missing in action for up to a year, so it may be preferable to avoid surveying the world.

Since different species can have different world type preferences, it can be better for an empire to populate its worlds with other alien species, genetically-engineered subspecies, or even robots/synthetics.

It is also possible to terraform habitable worlds, though this is 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.

Tiles[edit]

A habitable world may have up to 25 tiles. Each tile can hold up to one population and one building.

Resources[edit]

Each tile has a chance to have base resources. These can be gathered by a population even without a building. If a building is built on the tile, any resource type that is produced by or associated with the building stacks with the base tile resource, but all other resource types are suppressed. Betharian.png Betharian stone and Alien Pets.png Alien pets will also spawn on the surface of a few planets. They will be generated randomly on energy and society research tiles, but cannot be collected as other resources. Instead, Betharian Power Plant and Xeno Zoo are limited to be built on these tiles. The basic resources (energy, minerals, food, research) spawn in amounts varying from 1 to 3. Not all tiles will have resources on them.

Tile blockers[edit]

Tile blockers are obstacles that block tiles. The player cannot move populations onto or create buildings on top of tiles that have blockers, and thus cannot exploit the resources of blocked tiles. Blockers can be cleared for a modest cost in minerals, energy, and time, if the player has researched the required technology. There are 9 such technologies, one for every normal blocker type, and they are all relatively easy to research. All normal blockers cost the same amount of resources to remove.

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

It is possible to avoid researching the individual removal techs by taking Ap mastery of nature.png Mastery of Nature ascension perk. The perk grants all removal techs at once in addition to removing the cost associated with the removal.

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

Blocker Spawn chance Tile Block Removal Clear cost Notes Description
Active volcano.png Active Volcano
  • Planet ocean.png Ocean (+18)
  • Planet continental.png Continental (+13.5)
  • Yes.png Other planets (+9)
  • PM Titanic Life.png Titanic Life (x0.25)
Energy Credits.png 100 Minerals.png 100 Time 100 Tile Block Removal Tech tb volcano.png Volcano Removal There is an active volcano in this region, spewing forth lava and volcanic gases.
Ancient ruins.png Ancient Ruins Keepers of Knowledge ringworlds Energy Credits.png 150 Minerals.png 150 Time 180 Once a great city built with highly advanced technology, now just ruins and rubble that has been abandoned for centuries.
Crater.png Bomb Crater Planet nuked.png Tomb world Energy Credits.png 125 Minerals.png 125 Time 100
  • Generated on tomb worlds
  • Can also be generated by events
This massive crater was created by the detonation of a particularly devastating hydrogen bomb.
Crater.png Bombarded Ground 10% every month while bombed Energy Credits.png 75 Minerals.png 75 Time 100 Can appear as a result of full and Armageddon orbital bombardment The area has been destroyed by orbital bombardments.
Crater.png Impact Crater Planet nuked.png Tomb world Energy Credits.png 50 Minerals.png 50 Time 100 Can appear on tomb worlds with the orbital debris modifier Something collided with the surface of this world at some point, creating this massive impact crater.
City ruins.png City Ruins Planet nuked.png Tomb world Energy Credits.png 200 Minerals.png 200 Time 200 Once a great city, now just a metal boneyard stretching as far as the eye can see.
Wildlife.png Dangerous Wildlife
  • Planet continental.png Continental (+13.5)
  • Yes.png Other planets (+9)
  • PM Dangerous Wildlife.png Hostile Fauna (x2)
  • PM Titanic Life.png Titanic Life (x0)
Energy Credits.png 100 Minerals.png 100 Time 100 Tile Block Removal Tech tb dangerous wildlife.png Dangerous Wildlife Removal The wildlife in this region is particularly lethal, with many dangerous predators and poisonous plants.
Deep sinkhole.png Deep Sinkhole
  • Planet arid.png Arid (+36)
  • Planet desert.png Desert (+18)
  • Planet savannah.png Savannah (+18)
  • PM Titanic Life.png Titanic Life (x0.25)
Energy Credits.png 100 Minerals.png 100 Time 100 Tile Block Removal Tech tb deep sinkhole.png Deep Sinkhole Removal A colossal sinkhole covers most of this region.
Dense jungle.png Dense Jungle
  • Planet tropical.png Tropical (+36)
  • Planet continental.png Continental (+20.25)
  • PM Titanic Life.png Titanic Life (x0.25)
Energy Credits.png 100 Minerals.png 100 Time 100 Tile Block Removal Tech tb dense jungle.png Dense Jungle Removal This entire region is completely overgrown with thick, impassable jungle.
City ruins.png Industrial Wasteland Homeworlds Energy Credits.png 60 Minerals.png 60 Time 120
  • Generated on every imperial homeworld at game start
  • Can also be generated by events
This region is covered by ruined industrial complexes and toxic soil; detritus from a past age of progress.
Massive glacier.png Massive Glacier
  • Planet arctic.png Arctic (+54)
  • Planet alpine.png Alpine (+35)
  • Planet tundra.png Tundra (+18)
  • PM Titanic Life.png Titanic Life (x0.25)
Energy Credits.png 100 Minerals.png 100 Time 100 Tile Block Removal Tech tb massive glacier.png Massive Glacier Removal An immense body of dense ice covers this region.
Mountain range.png Mountain Range
  • Planet alpine.png Alpine (+29)
  • Planet continental.png Continental (+13.5)
  • Planet ocean.png Ocean (x0)
  • Yes.png Other planets (+9)
  • PM Titanic Life.png Titanic Life (x0.25)
Energy Credits.png 100 Minerals.png 100 Time 100 Tile Block Removal Tech tb mountain range.png Mountain Range Removal A vast range of tall and impassable mountains stretches across this region.
Noxious swamp.png Noxious Swamp
  • Planet tundra.png Tundra (+36)
  • Planet tropical.png Tropical (+18)
  • PM Titanic Life.png Titanic Life (x0.25)
Energy Credits.png 100 Minerals.png 100 Time 100 Tile Block Removal Tech tb noxious swamp.png Noxious Swamp Removal Treacherous swamplands and bogs surrounded by putrid gases.
Quicksand basin.png Quicksand Basin
  • Planet desert.png Desert (+36)
  • Planet arid.png Arid (+20)
  • Planet savannah.png Savannah (+20)
  • PM Titanic Life.png Titanic Life (x0.25)
Energy Credits.png 100 Minerals.png 100 Time 100 Tile Block Removal Tech tb quicksand basin.png Quicksand Basin Removal A vast body of quicksand covers this region, making construction impossible.
Radioactive wasteland.png Radioactive Wasteland Planet nuked.png Tomb world Energy Credits.png 200 Minerals.png 200 Time 200 Few organisms can survive in this desolate, irradiated wasteland.
Sprawling slums.png Sprawling Slums Homeworlds Energy Credits.png 40 Minerals.png 40 Time 90
  • Generated on every imperial homeworld at game start
  • Can also be generated by events
This region is covered by vast shanty towns and slums filled with the poor and the outcast. It contributes nothing to society.
Deep sinkhole.png Subterranean Entrance Any Energy Credits.png 125 Minerals.png 125 Time 100 Generated by the Subterranean Civilization event A large hole in the ground that leads into the extensive cave network stretching beneath the surface of this world.
Wildlife.png Titanic Lifeforms PM Titanic Life.png Titanic Life No.png Generated via events Numerous Titanic aliens make this area their home, it would be wise to avoid it.
Toxic kelp.png Toxic Kelp
  • Planet ocean.png Ocean (+54)
  • Planet continental.png Continental (+20.25)
  • PM Titanic Life.png Titanic Life (x0.25)
Energy Credits.png 100 Minerals.png 100 Time 100 Tile Block Removal Tech tb toxic kelp.png Toxic Kelp Removal A thick forest of kelp that is toxic to most forms of life covers the ocean in this region.
Dense jungle.png Wandering Forest Reserve
  • Planet arid.png Arid
  • Planet continental.png Continental
  • Planet savannah.png Savannah
  • Planet tropical.png Tropical
  • Planet tundra.png Tundra
No.png
  • Adjacency.png Society Research.png +3 Society research
  • Created by choosing to study the Migrating Forests
A nature reserve that covers the vast expanse of territory where the wandering forests range.
Dense jungle.png Wandering Forests
  • Planet arid.png Arid
  • Planet continental.png Continental
  • Planet savannah.png Savannah
  • Planet tropical.png Tropical
  • Planet tundra.png Tundra
No.png
  • Generated by the Migrating Forests event
  • Will move periodically to any free space
The mobile forests of this world frequently migrate en masse to new regions, disrupting efforts at building roads, power lines and other infrastructure.
Xeno preserve.png Xeno Preserve The Preserve No.png This entire region has been set aside as a reservation for endangered alien species.

Habitability[edit]

Habitability is the measure of how well a species can live on a habitat. It has massive effects on Colonisation.

Habitability Effects[edit]

  • Habitability is primarily derived from a Species Habitability Trait. This is defined by a Species Homeplanet, usually picked at empire creation.
  • A planet must have at least 40% Habitability before it is considered to be "Liveable" for a species. A species can not be Colonist of, Migrate to, or be Resetteled on a non-Liveable planet. If a planet or species turns non-liveable, pops are automatically displaced.
  • Habitabiltiy acts as a Cap on Happiness. This can force Unrest at the minimum Level of habitability and lock out Happiness bonuses even on higher levels.
  • Every point of Habitability under 100% also increases the growth cost of a new Poplation Unit by 1%. This can thus increase growth cost up to +60%.
  • Habitats, Ringworlds and Gaia class planets have a fixed Habitability. However the respective Habitability traits grant habitability for no Planet type, making them the weakest 'Homeplanet' type.
  • Homeworlds have a +30% habitability for the species originating on them.
  • Low Habitability or Happiness can also be the Trigger of Events.

Home Planet and Habitability Categories[edit]

  • 100% Habitability is ideal, but also extremely rare. A homeworld of a species is usually 100% habitability for that species, unless the planet class has been changed. Trait pc gaia preference.png Gaia planets, Trait pc ring preference.png Ringworlds, and Habitats, are always 100% habitability for all species. Habitability can also be increased to 100% with several species traits and/or other stuffs.
  • 80% Habitability is the default for all Planets of exactly the same planet class as the species Homeworld. This is called Primary Habitability Category.
  • 60% Habitability is the default for all Planets that are in the same Hydrosphere Group, but not of exactly the same planet class as the Home Planet. This is the Secondary Habitability.
  • 20% is the default for all Planets that can be picked as Homeworlds, but do not fall into one of the Higher Categories. This is the Tertiary Habitability.
  • 0% is the fallback habitability for all colonizable planet classes that are undefined in the habitability trait of a species. The most common example is the Trait pc nuked preference.png Tomb Worlds, they have 0% habitability by default.

Habitability Strategy[edit]

Terraforming

Terraforming allows the change of the Climate class to be one more suiteable 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.

As of 1.6 this step can now be done retroactively on an already colonised planet.

Minimum Habitability

This strategy does not care for Habitability, as long as it is (just) above the threshold. This approach is obviously a poor choice for Empires looking for high Happiness. But if low Happiness is already expected/compensated for, this will hardly be a hindrance. However the Growth penalties do still apply fully and will increase the time until the colony becomes fully productive.

With the combination of Tertiary habitability and +20% Habitability bonus, every planet without penalty would become a viable choice for this empire.

First-in

Not really a colonisation strategy, but a strategy to enable one of the others. One pop with just the Minimum Habitability is used to colonise the Planet. The goal is not to actually populate the Planet with that species (in some cases the pop migrating off might even be wanted) but to have a colony to attract or create another, better suited (sub)species for this purpose.

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 was always cost free, and as of 1.6 the base cost for genetic engineering has been dropped.

Xenos

With all the possible habitability types, there are bound to be some Aliens that can life comfortably at least on planets not available 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 Trait pc nuked preference.png 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 Signals 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 levels of Robots have 100% Habitability on every kind of Celestial Body. However, only the T2 Robots can actually be Colonists, while not being good at many tasks. Synth level Robots 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.

Maximizing habitability of a species[edit]

For most species on a planet with no special modifiers and ignoring rare strategic resources, the maximum increase is currently 35% with about 25~30% attainable by the mid-game. With all reliably obtainable conditions fulfilled, this can be increased to 85% (while preserving the biological nature of the species). Further increases must come from planetary modifiers, events, and rare coincidences such as obtaining an uplifted Starborn species who has been first modified with Robust by a biologically-ascended empire, then also Cybernetic by a semi-Synthetic empire.

  • The species trait Adaptive.png Adaptive or Extremely Adaptive.png Extremely Adaptive increase their habitability on all words by +10% or +20%, respectively. If a player decides to go down an ascension path the traits Robust.png Robust or Trait cybernetic.png Cybernetic becomes available (with their respective asendancies).
  • The Tradition Dynamic Ecomorphism from the Diplomacy tree will provide +10% habitability on all worlds in your empire, for all species. The next tradition below, Alien Tourism grants Visitor Centers that provide a further 5%
  • A total of 20% is available from four technological advances at 5% each: Atmospheric Filtering, Hostile Environment Adaption, Foreign Soil Enrichment and Hostile Climate Adaption. In addition, Tomb World Adaption provides 20% specifically for that world type.
  • The strategic resource Engos.png Engos vapor increases habitability by 5%, although usually very few spawn in a given galaxy. Additionally, Xuran.png Xuragel can be purchased from XuraCorp trader enclaves for a +5% increase as well.

Habitability traits[edit]

See also: Genetic modification
Type Effects Excludes Cost Description
Nonadaptive.png Nonadaptive
  • Habitability: -10%
  • Adaptive.png Adaptive
  • Extremely Adaptive.png Extremely Adaptive
-2 This species does not adapt well to foreign environments.
Adaptive.png Adaptive
  • Habitability: +10%
  • Extremely Adaptive.png Extremely Adaptive
  • Nonadaptive.png Nonadaptive
2 This species is highly adaptive when it comes to foreign environments.
Extremely Adaptive.png Extremely Adaptive
  • Habitability: +20%
  • Adaptive.png Adaptive
  • Nonadaptive.png Nonadaptive
4 This species is remarkably adept at adapting to any foreign environments.
Trait primitive.png Starborn
  • Migration Time: -60%
  • Minerals: -20%
  • Habitability: +25%
  • Happiness: -10%
  • Trait primitive.png Earthbound
Uplifted (1) This species has always, consciously or not, longed to traverse the void between the stars.
Robust.png Robust (Needs perk Ap evolutionary mastery.png)
  • Habitability: +30%
  • Leader Lifespan: +30
  • Adaptive.png Adaptive
  • Extremely Adaptive.png Extremely Adaptive
  • Nonadaptive.png Nonadaptive
7 Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
Trait cybernetic.png Cybernetic (Needs perk Ap the flesh is weak.png)
  • Habitability: +20%
  • Army Damage: +10%
  • Minerals: +5%
  • Leader Lifespan: +40
  • plus additional leader-dependent bonuses
0 This species has embraced cybernetics on such a scale that its members may be considered cyborgs. They routinely replace their organic body parts with more advanced mechanical versions.

Celestial body modifiers[edit]

There is a small chance that a celestial body will have modifier(s). Modifiers can provide various bonuses and also maluses, such as to habitability. They will be found when surveyed or through anomalies and (accompanying) events.

Modifier Effects Notes Description
PM Bleak.png Bleak
  • Mod habitability.png −5% Habitability
  • Food.png −10% Food
  • Never appears on Tropical Worlds
  • Most likely on Tundra, Arctic and Arid
Life struggles to survive here, and while some clings to a tenacious existence it is anemic and sickly.
PM High Gravity.png High Gravity Mod planet building cost mult.png +10% Building cost Has higher chance of appearing for bigger sized planets This planet is unusually dense and so has uncomfortably high gravity.
PM Irradiated.png Irradiated
  • Mod habitability.png −10% Habitability
  • Mod pop happiness.png −20% Happiness
  • Food.png −50% Food
Some long-ago calamity rendered this planet rather heavily irradiated.
PM Mineral Poor.png Poor Quality Minerals Minerals.png −25% Minerals Often met together with Low Gravity modifier It is unknown if this planet simply formed this way, or if some unknown race once stripped it of its more valuable resources. However, we do know that the minerals present on this planet are of unusally poor quality.
PM Tidal Locked.png Tidal Locked Mod habitability.png −10% Habitability
  • Rare for big planets
  • Often appears on moons
This world is tidally locked around its star, meaning that one side always has daylight while the other is locked in eternal darkness. If life exists here, it is likely limited to the twilight regions where the two sides meet.
PM Unstable Tectonics.png Unstable Tectonics
  • Mod habitability.png −10% Habitability
  • Mod pop happiness.png −5% Happiness
  • Engineering Research.png +20% Engineering research
Often appears with High Gravity modifier This world has very unstable plate tectonics and is prone to massive earthquakes and volcanic activity.
PM Weak Magnetic Field.png Weak Magnetic Field
  • Mod habitability.png −5% Habitability
  • Mod pop growth req.png +5% Growth time
Often appears with Low Gravity Although habitable, this world has a weak or non-existent magnetic field that offers little protection against cosmic radiation.
PM Asteroid Impacts.png Asteroid Impacts
  • Mod habitability.png −5% Habitability
  • Minerals.png +5% Minerals
The orbital path this world takes around its star is littered with small asteroids, meteors, and comet swarms. Large impacts on the surface occur at an alarming frequency.
PM Atmospheric Hallucinogen.png Atmospheric Hallucinogen
  • Mod pop happiness.png +10% Happiness
  • Society Research.png +10% Society research
  • Mod pop government ethic attraction.png -10% Government ethics attraction
There is also a "good" variant without the malus to government ethics attraction 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.
PM Hazardous Weather.png Hazardous Weather
  • Mod habitability.png −10% Habitability
  • Mod pop happiness.png −5% Happiness
  • Energy Credits.png +20% Energy credits
This world suffers from unstable weather patterns, with violent storms frequently appearing out of nowhere to wreak havoc on the surface.
PM Dangerous Wildlife.png Hostile Fauna
  • Mod habitability.png −10% Habitability
  • Mod pop happiness.png −5% Happiness
  • Society Research.png +20% Society research
Cannot appear together with Titanic Life modifier This world has evolved extremely Hostile Fauna, and the surface is rife with lethal predators waiting to ambush their next meal. Their biology offers great research opportunities, however.
PM Wild Storms.png Wild Storms
  • Mod habitability.png −5% Habitability
  • Mod pop happiness.png −5% Happiness
  • Physics Research.png +20% Physics research
Spectacular electrical storms wrack this planet's atmosphere on a semi-regular basis.
PM Asteroid Belt.png Asteroid Belt Minerals.png +10% Minerals Impossible to happen if the world is a moon Perhaps this planet once had a moon which was destroyed in some calamity, or perhaps its orbital debris never fully coalesced in the first place. Whatever the cause, this planet is surrounded by a belt of small asteroids.
PM Atmospheric Aphrodisiac.png Atmospheric Aphrodisiac
  • Mod habitability.png +5% Habitability
  • Mod pop growth req.png −10% Growth points required
  • Mod pop government ethic attraction.png -10% Government ethics attraction
More likely to happen on Gaia worlds Something in the air of this planet seems to put people in the mood to reproduce.
PM Carbon World.png Carbon World Minerals.png +15% Minerals Appears only for Barren or Frozen Worlds, often with High Gravity modifier This world has been formed mostly out of carbon, and contains little oxygen.
PM Chthonian Planet.png Chthonian Planet
  • Appears on Molten Worlds
  • Cannot appear together with Poor Quality Minerals modifier
This planet was once a gas giant, but its proximity to its star has burned away the thick atmosphere. All that remains now is a super-dense and mineral rich metallic core.
PM Ultra Rich.png Exceptional Quality Minerals Minerals.png +50% Minerals Very rare alone, often met with High Gravity modifier The exceptional quality of the minerals in this planet's crust provides a truly staggering opportunity for mining.
PM Extensive Moon System.png Extensive Moon System Minerals.png +10% Minerals Appears only for Gas Giants This gas giant has an unusually large amount of natural satellites. Hundreds of small moons and moonlets orbit the planet.
PM Mineral Rich.png High Quality Minerals Minerals.png +25% Minerals Often met together with High Gravity modifier An abundance of high quality minerals in this planet's crust makes mining here a lucrative business.
PM Low Gravity.png Low Gravity Mod planet building cost mult.png −10% Building cost Has higher chance of appearing for smaller sized planets This planet has an unusually low density and therefore much lower gravity than most planets of comparable size.
PM Lush.png Lush
  • Mod habitability.png +10% Habitability
  • Food.png +20% Food
May only appear on Continental, Tropical, Ocean or Gaia Worlds (especially Gaia) Life thrives here, the fauna is plentiful and the flora grows rapidly.
PM Natural Beauty.png Natural Beauty
  • Mod habitability.png +5% Habitability
  • Mod planet migration xeno pull.png +25% Migration Pull
Very likely to appear on Gaia worlds The scenery on this planet is simply beautiful, anyone living on this planet will be constantly finding new wonders to behold.
PM Strong Magnetic Field.png Strong Magnetic Field
  • Energy Credits.png +5% Energy credits
  • Physics Research.png +5% Physics research
Often appears with High Gravity This planet has an abnormally high magnetic field. This will interfere with many of our instruments and computers.
PM Titanic Life.png Titanic Life Society Research.png +25% Society research Very likely to appear together with High Gravity modifier The lifeforms of this planet are built on a massive scale and can be incredibly dangerous even without meaning any harm.

Barren Terraforming Candidates[edit]

As the name implies, Barren planets with Terraforming Candidate modifier can be terraformed to be habitable. Usually because they used to be habitable before.

There are two ways to have a world with this modifier: The world was generated with this modifier upon galaxy creation. Or a habitable planet was turned inhabitable in the wake of a crisis or similar calamity.

Anomaly: A number of planets in the Galaxy are pre-generated as terraforming candidates. Upon Survey of those planets a anomaly with a hardcoded 0% failure risk is found. Researching the Anomaly will reveal that the planet has the conditions necessary for terraforming, once the Climate Restoration technology has been researched. The Sol system planet Mars is guaranteed to possess this anomaly in order to account for current human astrological knowledge.

Made inhospitable: Planets that have been successfully infested by the Prethoryn and cleansed via Orbital Bombard or Planets that have been devoured by the Unbidden are turned into barren planets with the terraforming candidate modifier.

References[edit]


Game concepts
Governance EmpireGovernment typesPoliciesEdictsLeaderFactionsPopulation
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesSpaceborne aliens
Colonization ColonizationCelestial bodyEconomyBuildingsTechnologyConstructionSpaceportFleet
Diplomacy DiplomacyTradeSubject empireAlliances and federationsAI personalities
Warfare WarfareSpace warfareLand warfareOrbital bombardmentMilitary stationShip designer
Others EthosTraitsTerraformingGenetic modificationSlaveryCrisisPreset empiresEaster eggs