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This article has been verified for the current PC version (3.10) of the game.

Celestial body

Each planet has a small chance of containing a modifier that will affect the colony should the world be colonized. They may be positive, negative or mixed, identified by the color of the modifier's border.

Random anomalies can generate a great variety of planet modifiers but those usually do not have any effects.

Random modifiers[]

These modifiers can appear at random on any planet outside an empire's home system. If terraforming technology is researched some of them can be removed either via a special decision or by terraforming the planet. A planet can have up to 2 random modifiers

Modifier Effects Spawn chance Removed by terraforming Description
Bleak
  • −5% Habitability
  • −1 Food from Farmers
  • Max agriculture districts −4 Max Agriculture Districts
  • ×0 if Tropical
  • ×0 if Lush
  • ×0 if Rich Microflora
Life struggles to survive here, and while some clings to a tenacious existence it is anemic and sickly.
Tidal Locked
  • −30% Max Districts
  • Enables the Day Farm Construction decision
  • ×3 if moon
  • ×0 if Gaia World
  • Always present on Proxima Centauri b
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.
Weak Magnetic Field
  • −5% Habitability
  • −5% Pop Growth speed
  • +10% Physics from Jobs
Although habitable, this world has a weak or non-existent magnetic field that offers little protection against cosmic radiation.
Hazardous Weather
  • −10% Habitability
  • −5% Happiness
  • +20% Energy from Jobs
  • Max generator districts +4 Max Generator Districts
This world suffers from unstable weather patterns, with violent storms frequently appearing out of nowhere to wreak havoc on the surface.
Hostile Fauna
  • −10% Habitability
  • −5% Happiness
  • +20% Society From Jobs
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.
High Gravity
  • +10% Building cost
  • +10% District cost
  • −5% Habitability
  • +2 Max Districts
This planet is unusually dense and so has uncomfortably high gravity.
Low Gravity
  • −10% Building cost
  • −5% Habitability
This planet has an unusually low density and therefore much lower gravity than most planets of comparable size.
Wild Storms
  • −5% Habitability
  • −5% Happiness
  • +20% Physics from Jobs
Spectacular electrical storms wrack this planet's atmosphere on a semi-regular basis.
Abundant Geothermal Activity
  • Max generator districts +4 Max Generator Districts
  • +1 Engineering from Technicians
This planet has many accessible geothermal hot spots. While this poses some engineering challenges, it also provides extra energy generation opportunities.
Atmospheric Aphrodisiac
  • +5% Habitability
  • +10% Pop Growth speed
  • −20% Government ethics attraction
Tomb World
Machine World
Hive world
Something in the air of this planet seems to put people in the mood to reproduce.
Extensive Moon System
  • +10% Minerals from Jobs
  • Max mining districts +1 Max Mining Districts
  • ×0 if not Gas Giant
  • ×0 if no moons
This gas giant has an unusually large amount of natural satellites. Hundreds of small moons and moonlets orbit the planet.
Lush
  • +10% Habitability
  • +20% Food from Jobs
  • Max agriculture districts +4 Max Agriculture Districts
Tomb World
Machine World
Hive world
Life thrives here, the fauna is plentiful and the flora grows rapidly.
Natural Beauty
  • +5% Happiness
  • +25% Immigration Pull
  • +25% Automatic Resettlement Destination Chance
×3 if Gaia World Tomb World
Machine World
Hive world
The scenery on this planet is simply beautiful, anyone living on this planet will be constantly finding new wonders to behold.
Rich Microflora
  • Max agriculture districts +4 Max Agriculture Districts
  • +1 Society from Farmers
The soil of this world is home to a robust and highly productive microflora ecosystem, allowing for rich farming and research opportunities.
Subterranean Wildlife
  • +2 Max Districts
  • Max mining districts +4 Max Mining Districts
  • +1 Society from Miners
  • Upkeep +20% Building and District Upkeep
This planet has a thriving underground lithotrophic ecosystem. Herds of mild mineral-crunching subterranean creatures dig out large caverns, leaving them available for mining and colony use. The animals provide unique research opportunities for the miners who direct the packs to valuable mineral deposits.

Minerals[]

A planet can only have one minerals modifier, which affects the planet's Minerals production. They cannot be removed by terraforming.

Modifier Minerals from Jobs Max mining districts Max Mining Districts Spawn chance Description
Poor Quality Minerals −25% −3 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 unusually poor quality.
High Quality Minerals +15% +4 An abundance of high quality minerals in this planet's crust makes mining here a lucrative business.
Exceptional Quality Minerals +25% +8 ×8 if File:High gravity.png High Gravity The exceptional quality of the minerals in this planet's crust provides a truly staggering opportunity for mining.
Carbon World +15% This world has been formed mostly out of carbon, and contains little oxygen.

Terraforming candidates[]

Terraforming Candidates are modifiers that have a small chance to appear on uninhabitable planets and are always added to worlds ruined by a crisis. The modifiers allow the planet to be terraformed if the Climate Restoration technology has been researched. They do not appear if the required expansion is not installed. The chance for the a planet to have the modifier is scaled by the Habitable Worlds game setting.

Modifier Planet Chance Required AP Description DLC
Terraforming Candidate Barren 1% Though barren and devoid of life, this planet has water in frozen form and may once have been home to a thriving ecosystem. With the right technology, it could be terraformed into a habitable world.
Frozen Terraforming Candidate Frozen 1% Hydrocentric Though cold to the point of being unable to sustain life, the frozen water on this world could allow us to terraform it into a habitable world, if we can find the right method.
Toxic Terraforming Candidate Toxic 15% Detox Detox Though the noxious gases on this world make it unfit for life, with enough effort they can be broken down into less lethal compounds, eventually allowing colonization.

Event triggering modifiers[]

The following random modifiers trigger an event roughly one year after the planet is colonized. The event can only trigger once per colony.

Modifier Effects Spawn chance Removed by terraforming Event
Irradiated
  • −10% Habitability
  • −20% Happiness
  • −50% Food from Jobs
  • Max agriculture districts −6 Max Agriculture Districts
  • Max mining districts +2 Max Mining Districts
Colony gains one of the following:
  • 20% chance Ancient Bombardment Craters planetary feature
  • 20% chance Ancient Battlefield planetary feature
  • 20% chance Irradiated Ruins planetary feature
  • 40% chance Uncertain History modifier
Unstable Tectonics
  • −10% Habitability
  • −5% Happiness
  • +20% Engineering from Jobs
Colony gains −5% happiness for one year. There is a 66% chance for either the colony to gain a Deep Sinkhole blocker or for the empire to get 100-500 Minerals.
Asteroid Impacts
  • −5% Habitability
  • +5% Minerals from Jobs
  • Max mining districts +2 Max Mining Districts
Colony gains −5% happiness for five years as well as either 20 devastation or the Impact Crater planetary feature.
Atmospheric Hallucinogen
  • +5% Biological and Lithoid Pop Happiness
  • +10% Physics from Jobs
  • −5% Worker job output
Tomb World
Machine World
Hive world
Empire gains a special project. Finishing it removes the modifier and has a 25% chance to add the Filtered Atmospheric Hallucinogen modifier with +10% Happiness and +10% Physics from Jobs.
Asteroid Belt
  • +1 Minerals from Miners
  • Max mining districts +4 Max Mining Districts
  • ×2 if Low Gravity
  • ×0 if Subterranean Wildlife
  • ×0 if moon
Colony gains +10% happiness for five years.
Strong Magnetic Field
  • +1 Physics from Technicians
  • Max generator districts +4 Max Generator Districts
Colony gains either +20% or −10% Research from Jobs for five years as well as a special project. Finishing the special project adds the Magnetic Miracle modifier.
Titanic Life
  • Society research +25% Society from Jobs
Empire gains a special project. Finishing it either allows the recruitment of Titanic Beast armies on the planet or have the colony invaded by 3 powerful armies. If the empire is Fanatic Xenophobe Xenophobe, it can choose to gain the Delicious Titans modifier instead of the special project.

Unique modifiers[]

Unique modifiers will always appear on certain predetermined planets and cannot be found anywhere else.

Modifier Effects World Description DLC
Holy World
  • Surveying the planet grants a small amount of unity
  • −200 Opinion with Holy Guardians if colonized
  • +30 Opinion with Holy Guardians if consecrated
  • Unique visual effect
  • Prophets Retreat
  • Walled Garden
  • Emerald Mausoleum
  • Pristine Jewel
The planet is considered sacred by a nearby Fallen Empire. Colonizing it will anger them greatly.
Wenkwort Gardens
  • Bureaucrat +20% Administrator Output
  • Researcher +10% Researcher Output
Wenkwort Artem The ecologies of this world show signs of having been designed, fitting some arcane and romantic ideal.
Star Mall
  • Max districts +2 Max Districts
  • +25% Amenities
  • Orbital bombardment damage +50% Orbital Bombardment Damage
Star Mall This habitat was custom-built to house an enormous shopping arcology. Entirely dedicated to commerce, it lacks the typical defense systems of a station of this size.
  • Federations
Paridayda
  • +10% Happiness
  • +10% Unity from Jobs
  • +20% Food from Jobs
  • +25% Migration Pull
Paridayda A paradiasaical world of unparalleled beauty.
Sea of Consciousness
  • 0.25% Habitability
  • +10% Research from Jobs
  • −25% Government Ethics Attraction
  • −25% Planetary Build Speed
Sea of Consciousness Though the nature of this planet's sea eludes us, it is somehow, unquestionably, alive. Thoughts, visions, and impulses like soft songs dance in the minds of organic beings who come into contact with it.
Paradisiacal Habitat
  • +80% Habitability
  • All building slots unlocked
Ithome's Gate habitats Although this habitat is completely artificial, the air carries an idyllic quality that reminds any sentient creature - no matter how alien - of home. First Contact
Hostile Planet
  • +2 Food from Farmers
  • −20% Happiness
  • −10% Pop Growth Speed
Taprib II On this planet, flora and fauna evolved into a predatory eat-or-be-eaten scheme. They provide a lot of nutrients but will also actively hunt out other living creatures for sustenance.
Molten Mineral Rivers
  • +1 Minerals from Miners
  • +0.2 Volatile Motes from Miners
  • −30% Habitability
Vapob II This planet is plagued by frequent volcanic eruptions and a high amount of molten lava flowing through its inner crust, which is instrumental for mineral processing facilities operating on the planet.
Ship Junkyard
  • Engineering research +1 Engineering Research from Miners
  • +1 Alloys from Miners
  • −2 Minerals from Miners
  • −30% Pop Growth Speed
Ivusheh II This planet is filled with old derelict ships and a fallen orbital shipyard. It makes for a great place to scavenge for precious metals as well as old technology.
Pulsar Flares
  • +100% Physics Research from Jobs
  • −50% Engineering Research from Jobs
  • −50% Society Research from Jobs
  • −8 Max Districts
Sursect I Half of the planet is battered by a nearby pulsar star. It turned this surface into an inhabitable wasteland, but it allows our research facilities to work on energy-related tech in a vastly accelerated manner.
Formless Haven Colonizing the world spawns 5 alien pops zeya The last bastion of the beings known as the Formless. They have very little left to call home.

Homeworld modifiers[]

Homeworld modifiers can only be added to the capital world of an empire by Origins when the game starts.

Modifier Effects Origin Description DLC
Prosperous Unification
  • +15% Happiness
  • +25% Amenities
  • +10% Resources from Jobs
Prosperous Unification Since Unification Day the economy has been booming!
Colonial Spirit
  • +15% Amenities
  • +15% Resources from Jobs
  • +10% Happiness
  • +10% Habitability
Lost Colony (individualist) Determined to forge a new life on the frontier, the forefathers of this colony had an astounding work ethic which became a time-honored tradition.
Fresh Consciousness
  • +15% Amenities
  • +15% Resources from Jobs
  • +5% Stability
Lost Colony (gestalt) The unexpected emergence of a new gestalt consciousness has given the drones of this colony a second chance.
Ocean Paradise
  • +10% Pop Growth Speed
  • +5% Resources from Jobs
  • +15% Happiness if not Hive Mind
  • +10 Stability if Hive Mind
Ocean Paradise Few worlds boast conditions so fortunate. At the top of this planet's food chain, there is bliss. Its rich, flourishing resources could potentially last an eternity - if properly managed.
Free at Last
  • +20% Citizen Pop Happiness
  • −25% Pop Housing Usage
  • −50% Pop Amenities Usage
  • −50% Pop Consumer Goods Upkeep
  • +100% Unity from Jobs
  • +50% Egalitarian Ethics Attraction
Broken Shackles The former slaves are finally free from their oppressors. First Contact
Unified Purpose
  • +15% Happiness
  • +25% Amenities
  • +10% Resources from Jobs
  • +2 Unification Officer Jobs
Payback The arrival of the invaders unified our planet. Now that we have regained control of our destiny, there is work to be done. First Contact
Debris Field
  • −30% Habitability
  • +15% Building and District Cost
  • Upkeep +50% Building and District Upkeep
Payback The orbiting debris from the wrecked Minamar ship frequently rains down upon the planet below. Any surface infrastructure will require more regular and intensive maintenance to repair the damage done. First Contact

Doomsday[]

Empires that start with the Doomsday origin start with a homeworld modifier that goes through 4 stages. Each stage lasts roughly 10 years and increases the effects of the previous stage. It also prevents revolts from taking place.

Stage Alloys from jobs Job output Habitability Stability Immigration pull Immigration pull Emigration push Emigration push Description
I +30% −30% −10 −50% +100 This planet is doomed. It is tectonically unstable and will eventually explode.
II +60% −50% −15
III +90% −70% −20
IV +120% −90% −30

Guardian modifiers[]

Guardian modifiers are added through the Leviathan Parade Opportunity situations.

Modifier Effects Guardian Description
Horrific Inverse Mass Stabilized
  • +50% Unity from Jobs
  • +50% Research from Jobs
  • The Worm
  • Dimensional Horror
  • Elder One
A miracle has occurred]: against all odds the Inverse Mass stabilized and can now be studied without any danger.
Chamber from the Fortress
  • +15 Housing
  • +15 Amenities
Enigmatic Fortress This world hosts a Chamber from the Enigmatic Fortress, capable of reforming itself for whatever the inhabitants need, most of the time.
Devourer's Egg Sac Feature Enables the Consume Star operation Stellar Devourer The last collection of Stellar Devourer Eggs in the galaxy.
Drake's Fang
  • +10 Stability
  • +25% Immigration Pull
Ether Drake The fang of an Ether Drake is the centerpiece of this world's capital.
Dreadnought's Reactor −15% Energy Upkeep Automated Dreadnought A reactor from the Automated Dreadnought partially powers this world.
Wraith's Dispenser Sack
  • +15% Unity from Jobs
  • +10% Happiness
Spectral Wraith The pulsating lights from the Disperser Sack are very pleasant and relaxing.
Wraith Infused Atmosphere Damage −25% Orbital Bombardment Damage Spectral Wraith (ending the situation early) This atmosphere has been infused by the natural energy of the Spectral Wraith, making orbital bombardment less effective.
Cleansed Voidspawn's Venom Gland
  • +15% Habitability
  • +10% Society Research from Jobs
Voidspawn The cleansed Venom Gland of the Void adorns this world. After an initial leak stopped it from being displayed, now it's visible for all.
Matriarch's Flagella
  • +1 Monthly Organic Pop Assembly
  • −5 Stability
Tiyanki Matriarch The flagella of the Tiyanki Matriarch, initially inert, has started generating copies of the inhabitants on this world.
Scavenger Bot's Compactor +20% Alloys from Jobs Scavenger Bot The Scavenger Bot's compactor helps us optimize our metallurgical processes.
Eye of the Shard
  • +5% Worker Pop Resource Output
  • +5% Menial Drone Pop Output
  • +50% Authoritarian Ethics Attraction
Shard Under the watchful eye of the Shard the population on this world seem to work harder.
All Seeing Shard
  • +10 Planet Sensor Range
  • +10 Planet Hyperlane Detection Range
Shard (ending the situation early) By the unholy fusion of machine and xeno-biology, the starbase in this system can reach far beyond what we normally would be able to.
Sky Dragon's Plume
  • +20% Max Districts
  • +20% Physics Research from Jobs
Sky Dragon The Sky Dragon's gravity-defying properties grant us more habitable space on the world and give us scientific insights into the phenomenon.

Event modifiers[]

The following modifiers can only be added by events.

Modifier Effects Event Description
Ancient Terraforming +20% Pop Growth Speed Abandoned Terraforming Equipment event chain
(Resume Process Special Project)
Ancient terraforming techniques have turned this world into a lush paradise.
Abandoned Terraforming Project
  • −20% Food from Jobs
  • −10% Happiness
Abandoned Terraforming Equipment event chain
(Dismantle Equipment Special Project)
This world was partially terraformed thousands of years ago, but the process was interrupted for unknown reasons. The result is a highly unstable climate system and biosphere.
Subterranean Civilization +10% Society from Jobs Subterranean Civilization event chain
(Establish Communications Special Project)
A subterranean alien civilization on this world enjoys a good relationship with the colonists on the surface, and both parties frequently engage in trade and cultural exchanges.
Subterranean Cities +3 Max Districts Subterranean Civilization event chain
(Preemptive Strike Special Project)
The indigenous subterranean civilization that once lived on this world has been exterminated, and colonists are now free to expand into their abandoned underground cities.
Local Mycelial Network −25% Crime Mushroom Picking event chain
(excavated the Desiccated archaeological site)
We have managed to harness local fungal networks to monitor our colonists on the planet.
On the Backs of Nemma
  • +15% Happiness
  • +15% Society from Jobs
  • −10% Housing
Unsteady Ground event chain
(no special project)
What were initially regarded as islands on this planet have instead turned out to be the backs of massive, live reptiles. This forces the inhabitants to take greater pains when parceling out housing. The inhabitants have decided to leave them alone.
Magnetic Miracle +20% Research from Jobs Magnetic Miracle
(Investigate the Magnetic Mystery Special Project)
Somehow the Magnetic Field of this planet is interfering with our computers, but rather than a simple disruption it is actually making them more efficient!
Filtered Atmospheric Hallucinogen
  • +10% Happiness
  • +10% Physics from Jobs
Crackdown
(Hallucinogen Removal Special Project)
The air of this planet once contained a natural hallucinogen. Now, with the aid of massive filters, the effect has been diluted. This has reduced the benefits it once gave, but has also eliminated the negatives.
Uncertain History
  • +10% Research from jobs
  • −10% Happiness
What happened here?
(40% chance)
The people of this planet are troubled by not knowing what caused the disaster which befell it long ago, and are driven to try to find out.
Delicious Titans
  • Max agriculture districts +6 Max Agriculture Districts
  • +30% Food from Jobs
  • Warrior +1 Titan Hunter Job
  • Warrior +1 Titan Hunter Job per 20 Pops
Titanic Life
Fanatic Xenophobe Xenophobe option
Harvesting the Titanic life for research data has had an unexplained side benefit: They taste great!
Engineered Nature +10 Amenities Engineered Beauty This planet has been engineered to provide both form and function to its inhabitants
Second Home
  • +20% Habitability
  • +50% Immigration Pull
Homeworld II This planet bears an uncanny resemblance to its creator's homeworld.
Paradise Made
  • +25% Unity from Jobs
  • +50% Immigration Pull
  • +50% Spiritualist Ethics Attraction
  • +25% District Cost
Paradise is a Place This planet was terraformed to look like its creators' promised land.
Surviving Infrastructure −25% District Cost Surviving Infrastructure There is still a significant amount of infrastructure left on this world, built by its original inhabitants before they destroyed themselves in a nuclear war. This will aid in the construction of new buildings.
Tamed Nanite Swarm
  • −25% Building Cost
  • −25% Planetary Build Speed
  • +30% Engineering Research from Jobs
On the Origin of Nanites
(Tame the Swarm special project)
A self-evolved nanite swarm was domesticated on this planet and now helps the colonists with their day-to-day life.
Zen World
  • +3% Happiness
  • Upkeep −15% Upkeep from Jobs
Interpretation Signal
(Pure, Dry Landscaping special project)
Vast ripples appear in the regolith here. Whatever their origin, they exude a calming influence.
Loop Temple Visitor Center +5% Happiness Horizon Signal event chain Cheery, efficient staff guided tours past primordial sigils bright under floodlights and marked with helpful plaques.
Loop Temple Pilgrims' Way +10% Happiness Horizon Signal event chain
Fanatic Spiritualist Spiritualist option
Once again, the basalt arches whisper with the hushing of feet and the echo of prayers.
Machine Interface Museum +5% Unity from Bio-Trophies Geomagnetic Storm situation
(Shield All Drones approach)
A specialized center where biological assistants can experience the thrill of doing meaningless tasks to feel useful.
Superflare Shielding +10% Unity from Jobs Superflare
(Superflare Shielding special project)
This planet's populace is shielded from the harmful effects of it's sun's superflare activity.
Heavy Metal +10% Alloys from Jobs MegaCorpse Concert Ever since the MegaCorpse incident it has just been somehow easier to create metal on this planet.
C.A.R.E Interactive Interface +10% Energy from Jobs C.A.R.E.
(Develop A Cure For The Ferrophage special project)
The ancient C.A.R.E Interactive Interface is working at full capacity on this planet - with some modern improvements, of course.
Edible Machines +20% Monthly Food First Contact Nodal Consciousness Discovered While they may not have resulted in a Singularity, these thinking machines have proven surprisingly delicious.
Industrial Network
  • +10% Alloys from Jobs
  • +10% Consumer Goods from Jobs
  • −5% Citizen Pop Happiness
  • −10% Species Habitability Cap
Optimization Proposal Complex shipping pipelines of Factorator Shuladun's making: highly efficient, but at the cost of the population's health.
Vanity Palace
  • +5% Happiness
  • +5% Immigration Pull
  • −5% Energy from Jobs
Vanity Palace This monumental building is as grotesque as it is fascinating.

Anomaly modifiers[]

Anomaly modifiers can only be added by random anomalies.

Modifier Effects Anomaly Description
Nutritious Food
  • +10% Happiness
  • +20% Pop growth Speed
Among the Vines and Trees The planet's flora provides nutritious fruits and substances that improves living conditions.
Ancient Harvesters +20% Food from Jobs Peculiar Patterns Ancient solar-powered harvesters assist in gathering the planet's crops
Resonant Crystals
  • +33% Governing Ethics Attraction
  • +10% Happiness
Resonant Crystals The resonant crystals that line this planet's tectonic crust resonate at a medically therapeutic frequency for our species.
Soothing Magnetism +50% Unity from Jobs Attractive Magnetism This planet's magnetosphere resonates at a frequency very conductive to our neural network.
Watery Grave +33% Society from Jobs Deep Tunnels The ruins of an ancient arthropoid collective stretch from pole to pole on this planet, long-buried beneath its waves.
Dead God +200% Spiritualist Ethics Attraction Silent Behemoth The corpse of some gargantuan alien creature keeps silent vigil in orbit over this planet.
Exofungus Infestation
  • −20% Planetary build speed
  • −10% Habitability
  • +33% Society From Jobs
Bizarre Blanket An extremophilic exofungus spreads on this planet like a cancer, choking the terrain.
Predatory Plants
  • −10% Habitability
  • +10% Society From Jobs
Megaflora Vicious megaflora dominates this planet's landscape, creating opportunities for research, but also dangerous obstacles for any inhabitants.

Archaeological site modifiers[]

Event modifiers can only be added by Archaeological site outcomes.

Modifier Effects Archaeological site Description
The Memorex
  • +20% Resources from Jobs
  • +10 Stability
Ix Belèn outcome The Memorex Enhanced Learning Program trains the population to better fit the needs of the empire, as they sleep, improving their output significantly.
The Sentinels
  • +10% Spiritualist Ethics Attraction
  • +15% Unity from Jobs
The Sentinels "Leave them alone" outcome Ancient guardians watch over the planet inspiring unity and spirituality in our people.
Cheap Thrills
  • Pop consumer goods upkeep −10% Pop consumer goods upkeep
  • +5% Happiness
The Sentinels "Purge and repurpose" outcome The Evermore, originally a virtual realm in which the digitized consciousnesses of aliens lived in eternal bliss, has been repurposed into a playground for the masses.
Cheap Thrills Evil
  • +10% Militarist Ethics Attraction
  • +10% Xenophobe Ethics Attraction
  • Pop consumer goods upkeep −10% Pop consumer goods upkeep
  • +5% Happiness
The Sentinels "Virtual hunting ground" outcome The Evermore, originally a virtual realm in which the digitized consciousnesses of aliens lived in eternal bliss, has been repurposed into a playground for the masses.
The Evermore
  • +10% Research from Jobs
The Sentinels "Lab rats" outcome In the Evermore paradise everyone is locked in a never-ending abstract board game centered on galactic domination through the accumulation of legumes. It makes for an endlessly dull, albeit informative, source of anthropological data.
Ever More Joy
  • Pop consumer goods upkeep −10% Pop consumer goods upkeep
  • +5% Happiness
Defeated and purged by the The Sentinels outcome This world's population can live out their fantasies together with the digitized population in the Evermore paradise.
Ever More Science +10% Research from Jobs Defeated and purged by the The Sentinels outcome The digitized population residing within the Evermore have been assigned to assist with scientific research.

Other modifiers[]

Modifier Effects Requirements Description DLC
Colonial Remains
  • −25% Building Cost
  • −25% District Cost
  • Remnants origin
  • Colonizing Guaranteed Habitable Worlds
Some remnants of our former colony remain. Using them as a base will make it easier to re-colonize this planet.
Federations
Invasive Xenoflora
  • +5% Food from Jobs
  • +5% Society Research from Jobs
  • Immigration pull +5% Immigration Pull
  • Fruitful Partnership Grow Armies project will generate 2 armies
  • Seed Pods landing
  • Planet is colonized
Seeds from another land have found fertile soil here, supplanting the local vegetation.
Spreading Invasive Xenoflora
  • +10% Food from Jobs
  • +10% Society Research from Jobs
  • Immigration pull +10% Immigration Pull
  • Fruitful Partnership Grow Armies project will generate 4 armies
  • Seed Pods landing
  •  Invasive Xenoflora modifier
Seeds from another land have found fertile soil here, supplanting the local vegetation.
Overwhelming Invasive Xenoflora
  • +15% Food from Jobs
  • +15% Society Research from Jobs
  • Immigration pull +15% Immigration Pull
  • Fruitful Partnership Grow Armies project will generate 6 armies
  • Seed Pods landing
  •  Spreading Invasive Xenoflora modifier
Seeds from another land have found fertile soil here, supplanting the local vegetation.
Ancient Trade Route +10% Trade Value The deciphering of ancient trade route charts have revealed this place to be of greater mercantile import than first assumed.
Alloy Hyperfabricator +10% Alloys from Jobs Placed in a foundry this mysterious device increases the efficiency of alloy production.
Energy Accelerator +10% Energy from Jobs When added to a generator of sufficient size this device uses an unknown and seemingly impossible technique to create additional energy over and above the normal output.
Incredibly Boring Relic +10% Minerals from Jobs This strange machine can somehow summon minerals up out of the ground without affecting the surrounding material.
Numistic Magnetostrips Distributed Upkeep −10% Robot Upkeep Caravan deal Created by The Numistic order, these strips are applied to our planetside units, tuning them to planet's magnetosphere. The process helps align their ions, thereby lowering their energy upkeep needs.
Lithoid Crater −50% Habitability for non-Lithoid pops This large crater is the result of a Lithoid-bearing meteorite slamming into the planet.
Humble Monument +5% Unity from Jobs This modest monument is a tribute to our glorious leader, who elevated our nation to the stars.
Rich Monument
  • +10% Unity from Jobs
  • +5% Citizen Pop Happiness
This opulent monument commemorates the first settlers who, among with our glorious leader, tamed these wild and bountiful lands.
Residential Monument
  • +8 Housing
  • +8 Amenities
This residential monument demonstrates the wisdom of our beloved ruler. It is both a piece of art and a comfortable place to live.
Overgrowth
  • +25% Food from Jobs
  • −10% Housing
Astrocreator Azaryn terraforming ability This planet was terraformed by one of Astrocreator Azaryn's Nuclei.

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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