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Fleet task colonize 2

Celestial body

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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 12x engineering output (between 250 ~ 100 000)

Humanoid Colonization

Humanoid empire colonizing a new world

Habitability[]

Mod habitability Habitability is the measure of how comfortably a species can live on a planet. Most species have a climate preference for one of the primary habitable planet types, although more exotic preferences are possible. A planet's habitability for a given species is determined by how closely its climate matches that species' preference. The 9 regular habitable world types are divided into 3 climate categories: dry, frozen, and wet. Ring World Ring Worlds, Planet gaia Gaia Worlds, and Planet city Ecumenopolises have maximum habitability for all species, while Planet nuked Tomb Worlds, Planet ai Machine Worlds, and Planet infested Hive Worlds (except for Hive-minded Hive-Minded species) normally have Mod habitability 0% habitability for biological species.

Tier Base
Gaia World, Ecumenopolis, and Ring World 100%
Hive World for Hive-minded Hive-Minded species 100%
Relic World or 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 amenities usage by +1% and reduces their Mod pop resource output job output and Mod pop growth speed 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 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 Glandular Acclimation technology. Since this modifies all pops of that subspecies 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 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, provided they have the Colonization Allowed species right.

Visual cues[]

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 World is has at least Mod habitability 70% habitability for at least one species in the player's empire that can colonize
Colonizability yellow World has Mod habitability 40–69% habitability for at least one species in the player's empire that can colonize
Colonizability red World has below Mod habitability 40% habitability for all species in the player's empire that can colonize
Colonizability orange World is habitable but not surveyed
Colonizability blue World is currently being terraformed
Colonizability white World has the Planet from spacePm frame 1 Terraforming Candidate modifier

Planets with an anomaly or a primitive civilization cannot be colonized.

Improving habitability[]

Aside from changing climate preference, there are also various other methods for improving habitability:

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

Terraforming[]

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 Credits 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 Ecological Adaptation technology. Doing so inflicts a Happiness −20% happiness penalty on the planet for the duration of the process.

Only the following terraformings are possible:

Original climate New climate Energy Credits Cost Time Years Requirements
Planet alpinePlanet arcticPlanet tundra Frozen Planet alpinePlanet arcticPlanet tundra Frozen 2000 5 Tech terrestrial sculpting Terrestrial Sculpting technology
Planet aridPlanet desertPlanet savannah Dry Planet aridPlanet desertPlanet savannah Dry
Planet continentalPlanet oceanPlanet tropical Wet Planet continentalPlanet oceanPlanet tropical Wet
Planet alpinePlanet arcticPlanet tundra Frozen Planet aridPlanet desertPlanet savannah Dry or Planet continentalPlanet oceanPlanet tropical Wet 5000 10
Planet aridPlanet desertPlanet savannah Dry Planet alpinePlanet arcticPlanet tundra Frozen or Planet continentalPlanet oceanPlanet tropical Wet
Planet continentalPlanet oceanPlanet tropical Wet Planet alpinePlanet arcticPlanet tundra Frozen or Planet aridPlanet desertPlanet savannah Dry
Planet barren Barren Planet aridPlanet desertPlanet savannah Dry 5000 10
Planet continentalPlanet oceanPlanet tropical Wet 10000 15
Planet alpinePlanet arcticPlanet tundra Frozen 15000 20
Planet barren cold Barren (Cold) Planet alpinePlanet arcticPlanet tundra Frozen 5000 10
Planet continentalPlanet oceanPlanet tropical Wet 10000 15
Planet aridPlanet desertPlanet savannah Dry 15000 20
Planet toxic Nanite Any regular climate 1000 1
Planet frozen Frozen Planet ocean Ocean 12500 25
Planet nuked Tomb Any regular climate 10000 20 Tech climate restoration Climate Restoration technology
Planet infested Hive
Planet ai Machine
All regular climates Planet gaia Gaia 7500 10 World Shaper World Shaper ascension perk
Planet nuked Tomb 12500 25
Planet barrenPlanet barren cold Barren
Any habitable Planet infested Hive 10000 20 Hive Worlds Hive Worlds ascension perk
Planet barrenPlanet barren cold Barren
Any habitable Planet ai Machine Machine Worlds Machine Worlds ascension perk
Planet barrenPlanet barren cold Barren
Planet toxic Toxic Any habitable except Planet continental Continental 10000 10
Planet continental Continental 15
All regular climates Planet nuked Tomb Energy Credits 1000
Exotic gases 100
Volatile motes 100
10
Planet gaia Gaia Energy Credits 2500
Exotic gases 200
Volatile motes 200
15
Planet barren Barren 12500 25

The following UnknownPm frame 2 planet modifiers are always removed when terraforming a planet:

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

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

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

Some planet modifiers make planet unable to be terraformed by standard methods:

  • Unstable Tectonics
  • Molten Mineral Rivers

If the planet is terraformed into a Planet ai Machine World any Pop Pops on the planet without the Trait cybernetic Cybernetic, Mechanical Mechanical, or Machine species Machine traits are all killed and an D bubbling swamp 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[]

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 Armageddon bombardment: if the last pop is killed, the planet becomes a Planet nuked Tomb World.
  • Bombardment full Javorian Pox bombardment: if the last pop is killed, the planet becomes a Planet nuked Tomb World. This does not kill MechanicalMachine species robotic pops.
  • Ship part deluge Deluge Machine Colossus: all pops without the Trait aquatic Aquatic trait are killed and the planet is terraformed into an Planet ocean Ocean World. Owned planets can be targeted. If any pops remain, the perpetrator gains ownership of the planet if not already owned.
  • Toxic God Colossus: all pops are killed, all deposits and buildings are removed, and the planet is terraformed into a Planet toxic Toxic World. If the planet was previously habitable it will have the Planet from spacePm frame 1 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 Tomb Worlds; only Planet gas giant Gas Giants, Planet nuked Relic Worlds, and Planet city Ecumenopolises are spared. Moreover, the climate preference of every pop living on those planets will be changed to Trait pc nuked preference Tomb World climate preference.
  • Gaia Seeders Gaia Seeders: Civic idyllic bloomCivic hive idyllic bloom Idyllic Bloom empires can build special buildings that will terraform the world into a Planet gaia Gaia world. They can also build a holding on subjects' worlds to terraform those worlds.
  • Every activation of R baol The Last Baol relic allows one use of the Decision resort colony Nu-Baol Life Seeding planetary decision that terraforms any colonized planet into aPlanet gaia Gaia World in 720 days and additionally creates 4 Baol plantoid pops.
  • Civic relentless industrialistsCivic corporate relentless industrialists 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 Tomb Worlds over time. The first time triggers the Environmental Deterioration situation; if the situation reaches maximum, the planet turns into a Tomb World. After the situations ends, Industrialism policy is unlocked. If the policy is set to Policies Full Steam Ahead or Policies For Science!, next planets with a Coordinated Fulfillment Center Coordinated Fulfillment Center will be turned into Planet nuked Tomb Worlds in 30 years and planets with a Universal Productivity Alignment Facility Universal Productivity Alignment Facility will turn into Planet nuked Tomb Worlds in 15 years, this time without any warning. Only chosing Policies Cleanup policy stops this effect.
  • The science ship used the the Astrocreator Azaryn legendary paragon has the ability to terraform 3 planets into Planet gaia Gaia Worlds with the Pm overgrowthPm frame 2 Overgrowth modifier at the cost of Energy Credits 10000 Energy and 10 years. Planet barren Barren Worlds, even without Terraforming Candidate modifier, can be terraformed too but the time is increased to 25 years. The science ship merely starts the process and does not have to stay there.

Cost reduction & speed[]

Mod country terraforming cost Terraforming cost and Mod country terraforming speed speed can be affected by the following:

Source Energy Credits Cost Time Speed DLC
World Shaper World Shaper ascension perk −25%
Ap hydrocentric Hydrocentric −25% to Ocean Aquatics
Ancient Relics Secrets of the Baol empire modifier −15% Ancient Relics
Mod country terraforming speed Shallarian Terraforming Knowledge empire modifier −10% +20% Federations
Mod country terraforming speed Mask of Transformation empire modifier −10% +10%
Menu icon edicts Terraforming Gases edict +50%
Exotic gases Exotic Gases Shortages situation −20% per stage
Resolution ecological protection Ecological Protection resolution 4 +25% Federations
Resolution ecological protection Ecological Protection resolution 5 +100% Federations
Leader trait cartographer Cartographer I on council +10% Galactic Paragons
Leader trait cartographer Cartographer II on council +25% Galactic Paragons
Leader trait cartographer Cartographer III on council +33% Galactic Paragons

Colony ships[]

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 pop(s) that will be sent to the new colony. Species require the Species right colonization rights 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 democraticAuth oligarchicAuth dictatorialImperialAuth corporate Auth hive mind Origins tree of life
Biological
Trait lithoid Lithoid
MechanicalMachine species Robot Alloys 400 Alloys No No

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

Alternative colony ships[]

Meteorite colony ship

Meteorite Colony Ship

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

Similarly, empires with the Origins lithoid Calamitous Birth origin can also construct Lithoid Meteorites, which cost Minerals 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 impactsPm frame 3 Lithoid Crater modifier.

Colony development[]

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 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 districts and Building buildings.

The Colonization Fever Colonization Fever tradition and the R cryo core Yuht Cryo Core relic each increase the number of initial pops on a new colony by +1. Auth machine intelligence 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 Habitat +200%
Menu icon edicts Evacuation Protocols edict +100%
Tech cryostasis 1 AI-controlled Colony Ships technology +50%
Tech cryostasis 2 Self-Aware Colony Ships technology +50%
Tech planetary infrastructure 1 Ceramo-Metal Infrastructure technology +25%
Tech planetary infrastructure 2 Durasteel Infrastructure technology +25%
Expansion Expansion tradition tree +25%
Agenda Superior Colonies agenda +25%
Trait ruler expansionist Expansionist diplomatic stance +15%

References[]


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