Planetary features
Version
Celestial body
Planetary features represent notable areas found on natural planets. They determine the number of Districts the planet can support and some features exclusively obtained by events can provide various bonuses to planets. If a planet is terraformed into Ecumenopolis, Hive World, or Machine World it loses all of its planetary features, including event features. Hive Worlds and Machine Worlds do not lose the deposit features that determine the max number of Strategic Resource buildings.
Features[edit | edit source]
Deposit features[edit | edit source]
These planetary features are generated on each natural planet and determine the number of resource Districts and Strategic Resource buildings the planet can support. If a planet is terraformed these features may be changed to new ones with the same effects that fit the planet class by flavor.
Dry planets are 50% more likely to have planetary features that increase the limit for Generator Districts or Mote Harvesting Traps. Wet planets are 50% more likely to have planetary features that increase the limit for Agriculture Districts or Gas Extraction Wells. Cold planets are 50% more likely to have planetary features that increase the limit for Mining Districts or Crystal Mines. Gaia planets are 50% more likely to have planetary features that increase the limit for Gas Extraction Wells, Mote Harvesting Traps and Crystal Mines.
Agriculture districts | Generator districts | Mining districts | Crystal mines | Gas extraction wells | Mote harvesting traps | Betharian power plant | Alien zoo | |
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+1 | ||||||||
+2 | ||||||||
+3 |
Habitat features[edit | edit source]
These planetary features are added to a Habitat Complex when either the Habitat Central Complex or an orbital are built above a celestial body containing the appropriate resource deposits. The size of their bonuses depends on the number of deposits with an orbital above
Anomaly features[edit | edit source]
These planetary features can be added by random anomalies on habitable planets.
Decision features[edit | edit source]
These planetary features can be added by certain decisions on owned planets.
Event features[edit | edit source]
These planetary features do not naturally generate on planets. They can be created exclusively by certain events and controllable factors.
Feature | Source | Effects | Description | |
---|---|---|---|---|
Ancient Bombardment Craters | What Happened Here (20% chance) |
This world was subjected to intense orbital bombardment long ago. Parts of the surface are still pockmarked with impact craters. | ||
Ancient Battlefield | What Happened Here (20% chance) |
The civilization that once inhabited this world was destroyed by an invading force from somewhere beyond their solar system. This ancient battlefield is littered with ancient debris from their desperate last stand. | ||
Irradiated Ruins | What Happened Here (20% chance) |
Remnants from a massive nuclear war waged by the two global superpowers that once inhabited this world. | ||
Cave Shroom Veins | Feral Overload event chain (Exterminate the Cave Mushrooms special project) |
Ridding the caverns of fungus revealed rich mineral veins. | ||
Spore Vents | Feral Overload event chain (Utilize the Cave Mushrooms special project) |
Shroom spores can be refined for industrial use. | ||
Migrating Forests | Migrating Forests event chain | The mobile forests of this world frequently migrate en masse to new regions, disrupting efforts at building roads, power lines and other infrastructure. | ||
Migrating Forests Reserve | Migrating Forests event chain (Study Migrating Forests special project) |
This entire region has been set aside for the migrating forests that are native to this world. Here they can roam in peace, without causing damage to urban centers. | ||
Subterranean Contact Zone | Subterranean Civilization event chain (Establish Communications special project) |
An area where Subterranean dwellers and Surfacers can work together towards peace and prosperity. | ||
Subterranean Farming Caverns | Subterranean Civilization event chain (Preemptive Strike special project) |
A network of vast caverns which contain numerous fungal farms, hunting areas, and lakes teeming with edible flora and fauna. | ||
Subterranean Generator Areas | Subterranean Civilization event chain (Preemptive Strike special project) |
Subterranean rivers and the geothermal energy from the molten core of the planet offer vast potential for energy generation. | ||
Subterranean Mining Sites | Subterranean Civilization event chain (Preemptive Strike special project) |
Underground tunnels lead to a variety of mineral-rich ore veins inaccessible from the surface. | ||
Juvenile Nemma | Unsteady Ground event chain | A young Nemma which we have bred and is now large enough to be capable of carrying some of our industry. | ||
Nemma Mining Operation | Unsteady Ground event chain (Start the Nemma Mining Operation special project) |
The careful balance of drugs and pain inhibitors allows us to drill into the Nemmas while still residing on them. | ||
Lotus Corrie | Impossible Corrie event chain | +20% Physics from Jobs | An improbable geological feature has emerged. Strange and reflective crystal deposits line its curved walls. | |
Blue Lotus Prototype | Impossible Corrie event chain | +1 Transmuter Job | This highly experimental facility seeks to transmute everyday silicates into useful alloys. | |
Blue Lotus Crater | Impossible Corrie event chain | Site of an accidental, runaway transmutation of rock and other matter into a single, precious alloy. | ||
Blue Lotus Facility | Impossible Corrie event chain (Blue Lotus Facility special project) |
+2 Transmuter Job | An industrial-scale facility which transmutes everyday silicates into useful alloys. | |
Blue Lotus Ruin | Impossible Corrie event chain (Blue Lotus Facility special project) |
+1 Alloys | Ruined site of a once-promising, experimental facility for transmuting rock and other matter into alloys. Nothing now remains, save this minor seam. | |
Destroyed Vault | Hidden Vault event chain | All that remains of the vault is a crater filled with machinery and debris. Although most of it is now useless, it provides easy access to recyclable materials. | ||
Manufactorium Scrapyard | Hidden Vault event chain | +2 Dismantler Jobs | Specialized salvaging yards are dismantling the old machinery and turning the scraps into useful materials. | |
Operational Manufactorium | Hidden Vault event chain | An alien Manufactorium, fully operational and producing precious resources for the empire. | ||
Mutant Landfill | Abandoned Terraforming Equipment event chain | A putrid mass of dead mutated horrors. Their volatile organic matter has twisted together to form a structure of sorts. | ||
Titanic Lifeforms | Titanic Life event chain | −1 Max Districts +4 Society Research |
Numerous Titanic aliens make this area their home, it would be wise to avoid it. | |
Underground Vault | Underground Vault event chain | A massive underground vault, intended as a bomb shelter by this world's original inhabitants. The vault's occupants turned on each other when their food ran out. | ||
Metallic Puddles | Metallic Puddles event chain | Rare meteorology allows Puddle Technicians to harvest food and alloys simultaneously. | ||
Party Fever | Dancing Plague event chain | +15% Pop Growth Speed | Something about this planet induces feelings of exhilaration and the irresistible urge to dance, as well as certain aphrodisiac urges. This has made the world a prime destination for partygoers young and old who seek to shed their inhibitions and experience the thrill of the planet's perpetual dancing festivals with abandon. | |
Portal Research Area | The Doorway event chain | A secure complex has been built around the Dimensional Portal to house research staff dedicated to probing its mysteries. | ||
Fungal Study Zone | No One Listens | +15% Society Research from Jobs | The 'spying' mushrooms found here are an endless source of cryptic insights into their strange biology, and how they connect to one another. | |
Impact Crater | Space Bounty | +3 Max Mining Districts | A crater from a large meteor impact. Minerals from the meteor itself can still be found at the site. | |
Nanite Swarm Remains | On the Origin of Nanites (Destroy the Swarm special project) |
A fine powder of all that remains of the massive nanite swarm that evolved on - and once covered, Parvus III | ||
Odd Factory | An Odd Factor | +1 Odd Factory Worker Job | A well-crafted facility that produces high value resources, left on the planet by a different civilization. | |
Ancient Particle Accelerator | Ruined Particle Accelerator | This old particle accelerator was built using a novel design, and the surviving terminals within the structure contain a massive amount of research data composed by what must have been a brilliant theoretical physicist. | ||
Living Snow Reserve | Unusual Snow situation (Observe it Peacefully approach) |
A reservation where the Living Snow can live in peace and explore its new state of being. And where, in turn, we can observe the unique chemical reactions it is able to produce. | ||
Space-Time Anomaly | The Mysterious Labyrinth situation (Explore its Interior / Monitor it from Afar approach) |
A remarkably stable space-time anomaly left behind by an extradimensional species which conducted research on the planet. The scientific implications of its existence are, apparently, quite profound. | ||
Machine Interface Center | Geomagnetic Storm situation | A specialized center where malfunctioning drones are paired with biological assistants. | ||
Archaeological Site | Archaeological Site discovery | −1 Max Districts | This area contains ancient archaeological finds that are being excavated. | |
Loop-Plowed Farm | Horizon Signal event chain | +4 Max Agriculture Districts | The food crops lean into the wind, somehow. | |
Spiral-Hewn Mine | Horizon Signal event chain | +4 Max Mining Districts | Narrow shafts twist around spiraling mineral veins. | |
Minor Artifacts Deposit | Archaeological site outcomes | +1 Minor Artifacts | Archaeological sites on this planet have already been extensively researched, but many objects of lesser value yet remain to be studied here. | |
Myrmeku Power Farms | Myrmeku Activity event chain | These tiny insects generate power for us to harness. | ||
Radiotrophic Preserve | Radioactive Flora event | An isolated area filled with low pressure and a very radioactive atmosphere keeps the natives of this world alive. | ||
Shrouded Crater | Eater of Worlds feeding (30% chance) |
Part of this planet has been devoured by a shroud entity. The remaining crater is home to swirling purple mists, and people tend to disappear in the vicinity. | ||
Cryonic Clones Monument | Clones in Cryostasis | +6 Society Research | Hundreds of alien clones were left sealed in cryostasis chambers when this Ring World was still a ruin. Now fully restored, the clones have been preserved in this monument. | |
Processing Pens | Wild Eukaryotes | +14 Food | The fungoids native to this planet were genetically engineered to be docile... and delicious. In these vast processing pens, the fungoids are nourished and then harvested. | |
Numa's Breath | Numistic Order caravan deal | This stable vent reaching into the planet's crust was created by The Numistic Order. | ||
Sentinels | The Sentinels archaeological site outcome | The Sentinels guard this land; it may not be disturbed. The Sentinels counts as Defense Armies, and will come to the planet's aid if there's an invasion. | ||
Sentinels Metal | Defeating The Sentinels | +2 Living Metal | The broken remains of nine monumental automatons made from an unusual metal alloy offer an ample supply of Living Metal. | |
Federation Monument | Hegemony joint operation | +0.5 Monthly Influence | This spaceborne monument stands witness to the unity, strength and splendor of the interstellar federation that constructed it. | |
Feeding Dragon | Sky Dragon feeding | The mighty Sky Dragon has landed, and is proceeding to devour its way through a startling amount of food. | ||
Crashed Cargo Ship | The Bickering Admirals | The cargo ship destroyed a housing district, but opened up an unexpected mineral vein. | ||
Crystalline Remains | Unexpected Mineral Seams event chain | The broken remains of the crystalline entity that dwelled under the crust of this world. Its many tentacles all turned into rich mineral veins. | ||
Shattered Crystalline Remains | Unexpected Mineral Seams event chain | +1 Crystal Miner Job | The broken remains of the crystalline entity that dwelled under the crust of this world. Its many tentacles all turned into rich mineral veins. | |
Freeport | Observation event | +2 Merchant Jobs | An area dedicated to intergalactic trade with pre-FTL countries. | |
Remote Holdings | Observation event | +2 Max Districts | We have acquired possessions, and are managing them remotely. | |
Arcane Device | Open Arms agenda with luminary effect | This ancient machine is nestled deep within government vaults on our planet. A relic of the ingenuity of our beloved ruler, its matter replication technology remains incomprehensible to us. |
Homeworld features[edit | edit source]
These features can only be found on empire homeworlds:
Earth features[edit | edit source]
Earth has a set of custom planetary features when selected as the empire homeworld, detailing its history before the events of Stellaris.
Toxic god features[edit | edit source]
Available only with the Toxoids DLC enabled. |
Empires with the Knights of the Toxic God origin start with an extra set of planetary features. Based on choices made during the Quest for the Toxic God situation they can be replaced with beneficial planetary features. Empires with the Knights of the Toxic God origin will also gain +2 Knight and +4 Squire jobs from each upgraded feature.
Unique features[edit | edit source]
These features can only be found on certain planets in the galaxy.
Feature | Sources | Effects | Description | DLC | |
---|---|---|---|---|---|
Abandoned Mining Tunnels | Relic Worlds | +6 Max Mining Districts | Many of the ruins on the planet's surface were built by minerals extracted from these tunnels. Although most have been mined to depletion, there are still several with rich yields. | ||
Ancient Reactor Pits | Relic Worlds | +6 Max Generator Districts | These deep pits near the planet's equator once housed its primary energy generators. Much of the surprisingly sturdy infrastructure has survived, and new reactors can be slotted into it. | ||
Central Spire | Relic Worlds | This towering structure appears to have served as the administrative center of the planet. Its central location and mostly intact interior provides an unmatched opportunity to research this world. | |||
Dense Ruins | Relic Worlds | The study of the dense ruins that cover this Relic World are a boon to science, but their presence also limits the amount of livable space. | |||
Immense Solar Array | Relic Worlds | +3 Max Generator Districts | This solar array is nearly the size of a small continent. Most of it has been smashed beyond repair, but the underlying power infrastructure has survived, making it a good site for energy production. | ||
Industrial Sector | Relic Worlds | This entire region once served as as the industrial heartland of the planet. The factories and refineries that are operated here have long stopped working, but vast amounts of scattered resources can still be found in the area. | |||
Ancient Sunken City | Polaris II | The cities of the Polarians once covered the frozen ocean before their icy foundations melted away. | |||
Valley of Zanaam | Zanaam | This Valley is home to a mysterious obelisk that is covered in letters from a dead alien language. It hums with power and those in its proximity suffer headaches. | |||
Promenade | Star Mall | This enormous, multi-level hub serves as the station's central shopping area, with easy connections to commercial outlets, nutrition courts, and spas. | |||
Organic Slurry | +15 Food | An ocean of organic slurry, the processed remains of the former biomass of a planet. | |||
Irradiated Valley | Superflares system tomb world | +3 Max Generator Districts | The solarflare has washed this isolated valley with heavy radiation. | ||
Junk Canals | Junk Rattlings planets | +3 Max Agriculture Districts | These narrow canals shake around the junk piles, and some adjacent soil is surprisingly fertile. | ||
Junk Hollows | Junk Rattlings planets | +3 Max Generator Districts | These hollows deep beneath the surface junk would serve well as isolated reactor chambers. | ||
Junk Wastes | Junk Rattlings planets | +3 Max Mining Districts | The wastes stretch as far as one can see, with occasional pieces of larger junk jutting up out of the ground. | ||
Order's X-Calibrator | Habitat created by the toxic god origin | The Order's most revered relic, sustaining the entire Keep. | |||
Atmospheric Infuser | Recovered Asset | +40% Habitability | These ventilation units combine the latest advances in aromatherapy with advanced chemistry to mask the malodorous stench of despair and replace it with a variety of invigorating and delightful scents. | ||
Technological Cache | Recovered Asset | The interior of the former MSI warship provides us with an unmatched opportunity to unlock the secrets of their technology. | |||
Aggressive Flora | Taprib II | +1 Max Agriculture Districts | Aggressive flora has overgrown this land, hunting for prey. Security-oriented personnel are issued to keep the overgrowth in check. | ||
Aggressive Wildlife | Taprib II | +1 Max Agriculture Districts | Aggressive wildlife scours the land on the hunt for prey. Settlements need increased protection to curtail this threat. | ||
Crashed Ships | Ivusheh II | Old ships litter the planet, inhibiting the potential mining operations in the area. Though, they provide an easily accessible source of alloys. | |||
Fallen Shipyard | Ivusheh II | An old orbital shipyard smashed onto the planet. It contains a lot of valuable resources that could be extracted and studied. | |||
Volcanic Activity | Vapob II | Active volcanoes melt underground mineral deposits, allowing for far easier resource acquisition. | |||
Ancient Facilities | Sursect I | +3 Max Generator Districts | These ancient facilities contain research data on pulsars, shielding technology, and extracting energy from the most dangerous suns. | ||
Scarred Land | Sursect I | +2 Energy from Technicians | Scarred lands and burnt-out wastelands are impossible to use outside of harnessing the potential power from the constant pulsar flares. |
Blockers[edit | edit source]
Blockers are obstacles that reduce District Cap and may block some planetary features from being exploited. They can be cleared by spending resources and time and some of them may have rewards when cleared. Clearing can be done while the planet is being colonized or after the colony is completed.
Blockers have a yellow border if they can be removed and a red border if they cannot be removed due to missing technology or other requirements.
If a natural planet is terraformed into a planet class other than Ecumenopolis, all of its blockers are cleared and rewards are given. If it was terraformed into Hive World or Machine World, the planetary feature it unblocks will be lost.
Even if the planet doesn't need more districts or the bonuses provided by whatever feature is being blocked, it can be worth clearing a blocker just to increase the district cap, except in machine empires. The reason is that pop growth is dependent in part on planet capacity, which is influenced by district cap.
Natural blockers[edit | edit source]
These blockers can be found on habitable planets. Most of them require a certain New Worlds technology to be cleared. Ranger jobs will produce additional resources for each natural blocker.
Relic World blockers[edit | edit source]
There are a number of blockers that can be exclusively found on Relic Worlds. They are expensive but rewarding to remove.
Shattered Ring World blockers[edit | edit source]
Shattered Ring Worlds that are not a homeworld (the ones created by the Guaranteed Habitable Worlds setting) will have a number of additional blockers that impair the functionality of the segment.
Detox blockers[edit | edit source]
Toxic Worlds that have been terraformed will have one of each of the following blockers. They give more penalties to the colony than regular blockers and take a year to remove.
Homeworld blockers[edit | edit source]
Each empire homeworld start with at least three blockers that don't require technology to be removed. They reward either a pop or a planetary feature when cleared. The blocker types can vary based on government and origin.
Blocker | Empire | Removal cost | Removal time | Rewards | Description | |
---|---|---|---|---|---|---|
Sprawling Slums | 300 | 120 | 1 Pop | This region is covered by vast shanty towns and slums filled with the poor and the outcast. It contributes nothing to society.
Can be added by the Lost to Bureaucracy event | ||
Collapsed Burrows | Hive Mind authority | 300 | 120 | 1 Pop | This site once housed extensive underground tunnel systems inhabited by the Hive, but was abandoned due to overexploitation of local resources and wildlife. | |
Unsupervised Settlement | Rogue Servitor civic | 300 | 120 | 1 Pop | A pocket of organic society on this world still exists outside of machine supervision. Violence, disease and starvation runs rampant inside the settlement's walls, whose inhabitants have regressed technologically by several centuries. | |
Settled Ruins | Post-Apocalyptic origin | 300 | 120 | 1 Pop | A scattered population of scavengers are eking out a desperate existence in the ruins of this once major city. | |
Lithoid Monoliths | 1000 | 360 | Incredibly rich outcroppings of minerals that seem to be comprised of petrified lithoids.
If this planet is not empire homeworld, instead it costs 300 | |||
Buried Lithoids | Calamitous Birth origin | 1000 | 360 | These lithoids were driven deep into the ground when they fell from orbit.
| ||
Industrial Wasteland | Organic main species | 300 | 120 | Random +2 planetary features | This region is covered by ruined industrial complexes and toxic soil; detritus from a past age of progress.
Can be added by the Lost to Bureaucracy event | |
Abandoned Strip Mine | Machine Intelligence authority | 300 | 120 | Random +2 planetary features | This area was heavily strip mined in the past, by older and more primitive machine models that unfortunately were not programmed to take future development of the region into account. | |
Radiation Zone | Post-Apocalyptic origin | 300 | 120 | Random +3 planetary features | A region that was the target of numerous nuclear warheads. Though the radiation in this area has gone down since the initial impact, it is still unfit for habitation barring a major clean-up effort. | |
Great Pacific Garbage Patch | Sol system | 300 | 120 | Pacific Algae Tracts planetary feature | A swirling miasma of plastic refuse covers a good portion of Earth's largest ocean. | |
Forgotten Civilization | Deneb system | 300 | 120 | Random +2 planetary features | The ruins of a forgotten civilization that lived here before us. | |
Long-Abandoned City | Machine Intelligence authority | 300 | 120 | Metal Boneyards planetary feature | The crumbling remains of what must once have been a major population center on the planet. No traces of its past inhabitants remain. | |
Former Organic City | Determined Exterminator civic | 300 | 120 | Metal Boneyards planetary feature | The charred and irradiated ruins of what was once a major organic population center. Those buildings that still remain standing contain nothing but ashes now. | |
Silent Ruins | Driven Assimilator civic | 300 | 120 | Organic Landfills planetary feature | This once major settlement is now a crumbling ruin, occupied only by the decaying bodies of those organics that chose self-termination rather than be assimilated. | |
Battlefield Remnants | Determined Exterminator civic | 300 | 120 | Organic Landfills planetary feature | Tens of thousands of burnt warmachines and the twisted skeletal remains of organic soldiers litter the ground at this former battlefield. Residual pockets of radiation interfere with most electronics. | |
Malfunctioning Replicator Bay | Resource Consolidation origin | 600 | 360 | 1 Replicator job | This replicator bay built into the Machine World is malfunctioning, producing endless piles of grappling clamps. | |
Decrepit Tunnels | Shattered Ring origin | 1000 | 360 | These ancient and decrepit tunnels have never been fully explored or cleared. | ||
Ancient Rubble | Shattered Ring origin | 250 | 360 | Broken down machinery and other debris obstructs workers from utilizing the entire segment. | ||
Ship Debris | Broken Shackles origin | 300 | 360 | Random technology | The debris from the crashed slaver ship covers a massive area, blocking development of the planet.
Cannot be removed if planet has a Crashed Slaver Ship archaeological site |
Event blockers[edit | edit source]
These blockers can be created by certain events. They blockers do not block any planetary feature or require any technology to be cleared but still decrease the district cap.
Other blockers[edit | edit source]
These blockers do not block any planetary feature or require any technology to be cleared but still decrease the District Cap and may have other negative effects.
References[edit | edit source]
Exploration | Exploration • FTL • Unique systems • L-Cluster • Pre-FTL species • Fallen empire • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Discovery | Discovery • Anomaly • Archaeological site • Astral rift • Relics |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics • Leader |
Governance | Empire • Origin • Government • Civics • Policies • Edicts • Factions • Technology • Traditions • Situations |
Economy | Resources • 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 | Events • The Shroud • Preset empires • AI players • Easter eggs • Modifiers |