Stellaris Wiki
Advertisement

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.8.

This article is for the PC version of Stellaris only.

Feral Overload is a colony event chain that has a very small chance to trigger 3 years after any colony has been founded. It can only happen once per game.

Feral Behavior

Reports from our colony on [colony name] claims that there's been an increase in 'feral behavior'. Apparently parts of the population has expressed hitherto unprecedented levels of lust and aggression, and no one knows why.


 
Trigger conditions: Mean time to happen:

Time 36 months


Carry on.
  • Loud Minority modifier added, giving the following effects:
    • Pop growth speed +20%
    • Happiness −10%
    • Crime +10

Violence on the Rise

The feral behavior on [colony name] shows no signs of stopping anytime soon. In fact, it has risen since the last report. Promiscuous and violent acts happen all the time, and a large part of the population seems to be affected.


 
Trigger conditions:
  • Feral Behavior
Mean time to happen:

Time 40 days


This is getting out of hand.
  • Loud Minority modifier is replaced by Rowdy Bunch, giving the following effects:
    • Pop growth speed +35%
    • Happiness −25%
    • Crime +25

This is Madness!

The situation on [colony name] has spiraled out of control. A staggering number of inhabitants are now infected with whatever is causing this feral deluge, and the colony has started to break down because of it. Something needs to be done, or [colony name] will be lost.


 
Trigger conditions:
  • Violence on the Rise
Mean time to happen:

Time 40 days


Well, then do something!
  • 1-10 pops die
  • The colony gets +50 Devastation
  • Issue Special Project: Rooting Out the Problem

Savage Spores

The investigation of the strange and wild behavior currently besetting [colony name] has been completed. In the vast network of cave tunnels that permeates the planet's crust an enigmatic fungus has been found. It grows all over the caves - floor, walls, ceiling - and stretches out for thousands of miles.

The fungus frequently releases spores that are vented out of the caves - for what purpose has not been established, but we know for certain that it causes primitive behavior in our species, releasing primal urges within.

We can try to find a useful application of this phenomenon, or we can exterminate the fungus altogether.


 
Trigger conditions:
  • This is Madness!
Is triggered only by:

Finishing the Rooting Out the Problem special project


Live...
  • Issue Special Project: Utilize the Cave Mushrooms
...or Let Die.
  • Issue Special Project: Exterminate the Cave Mushrooms

Cloud and Strife

Industrial facilities have been built over the outlets for the fungus-infested cave systems. Apart from filtering and regulating the spread of spores, these plants can also convert any excess spore clouds into useful exotic gases

The population growth is increased as the somewhat randy inhabitants of [colony name] satisfy their urges more frequently, which unfortunately also means that the level of violence and conflict is somewhat higher on [colony name].


 
Trigger conditions:
  • Savage Spores
Is triggered only by:

Finishing the Utilize the Cave Mushrooms special project


That's the price of progress.
  • Adds a Spore Vents planetary feature to the colony
  • Rowdy Bunch modifier is replaced by The Lesser Evil, giving the following effects:
    • Pop growth speed +20%
    • Happiness −5%

The Cleansing Flames

The project to incinerate all Cave Mushrooms have now been completed and the primal urge-inducing fungus has been exterminated.

As luck would have it, several of the burned-out caves turned out to have rich mineral veins, which can now be exploited further.


 
Trigger conditions:
  • Savage Spores
Is triggered only by:

Finishing the Exterminate the Cave Mushrooms special project


Excellent!
  • Adds a Cave Shroom Veins planetary feature to the colony
  • Rowdy Bunch modifier removed
Advertisement