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Please help with verifying or updating older sections of this article. At least some were last verified for version 3.9.

This article is for the PC version of Stellaris only.

The first time a planet is terraformed there's a chance that a terraforming event will take place. Most events can happen multiple times per game. Planets terraformed into an Ecumenopolis cannot trigger these events.

The chance of any specific event triggering is that event's weight divided by the sum of the weights of all currently valid events, plus a weight of 10 for no event. When terraforming an uncolonized planet that isn't a Tomb World or Barren World to your main species' preferred non- Gaia World climate, the sum of all valid event weights is 26 for regular empires and 28.5 for Gestalt Consciousness empires (some other minor conditions also apply). This gives the following set of minimum weights for no event or a specific event (and maximum weight for any event):

Event
Any event 61.5% 65%
No event (weight 10) 38.5% 35%
Event weight 3 11.5% 10.5%
Event weight 2 7.7% 7%
Event weight 0.5 N/A 1.8%

Events[]

Superfluous Terraforming Equipment

After completing the terraforming of [planet name], our terraforming specialists have spotted a golden opportunity. The remaining terraforming equipment can potentially be repurposed as infrastructure for the planet.


 
Trigger conditions:
  • Planet has at least 1 free district slot
Is triggered only by:

3/SUM% chance


Option conditions

Enabled if: the planet has at least 1 free district slot

We could use more housing.

Enabled if: the planet has at least 1 free district slot

Build some foundries.

Enabled if: the planet has at least 2 free district slots

Expand this world's energy capabilities.

Enabled if: the planet has at least 2 free district slots

You can never have enough mines.

Enabled if: the planet has at least 2 free district slots

More farms for [From.GetName].

Always enabled:

Just scrap the equipment.
  • Minerals Gained: 300

Engineered Beauty

Terraforming on [planet name] has finished faster than initially estimated, which has left our terraforming specialists with time to experiment, and the results are impressive. The planet's natural traits have been enhanced to be both aesthetically pleasing and utilitarian.


 
Trigger conditions:
  • None
Is triggered only by:

3/SUM% chance


Option conditions

Always enabled:

Marvelous!

The planet gets the modifier:

Engineered Nature

  • +10 Amenities
This [Root.GetPlanetMoon] has been engineered to provide both form and function to its inhabitants.

Enabled if: Not Gestalt Consciousness

Does it have to look so artificial?

The planet gets the modifier:

Natural Beauty

  • +5% Happiness
  • Immigration pull +25% Immigration pull
The scenery on this planet is simply beautiful, anyone living on this planet will be constantly finding new wonders to behold.

Terraforming Complications

Our long project on [planet name] has frustratingly ended in partial success. As the final valleys were undergoing terramorphing, a malfunction occurred in the biomass realigner, leading to the creation of large swaths of Terraforming Residue. While not dangerous to our colonists, it means that the planet is a bit more cramped for the time being.


 
Trigger conditions:
  • Planet has at least 4 free district slots
Is triggered only by:

3/SUM% chance


Don't let this happen again.
  • Adds 3 Terraforming Residue blockers to the planet, which trigger the Learning From Mistakes event when they're all cleared

Learning From Mistakes

Our [Owner.GetTerraformerPlural] have now cleared the final Terraforming Residue on [Root.GetName]. While the cleanup was painful and quite sticky, it was not all for naught. Analysis of the cause of this issue and the fallout has led to furthering our understanding of terralurgy.


 
Trigger conditions:
  • None
Is triggered only by:

Clearing all Terraforming Residue blockers on the planet


At least some good has come of it.

[homeworld name] II

We have not only succeeded in terraforming [planet name], but we have done something even better. During the final stretch of the process, our terraforming specialists managed to make it a perfect home for our local fauna, creating a [planet or moon] eerily similar to [homeworld name]. All our local plant life is there but none of the familiar terrain.


 
Trigger conditions:
  • Once per empire
  • Planet's new planet class matches the primary species' climate preference
Is triggered only by:

2/SUM% chance


This [planet or moon] shall be known as [homeworld name] II
  • Second Home modifier added, giving the following effects:
  • Planet is renamed to [homeworld name] II
A fortuitous development.
  • Second Home modifier added, giving the following effects:

A Planetary Gambit

A unique situation has occurred on [planet name] just as the terraforming efforts are winding down. Our terraforming specialists have discovered that it's possible to tidally lock the [planet or moon]. This occurring naturally can be quite a detriment to a colony. However, doing it during the terraforming process could allow us to exploit the endless solar hours the dayside will receive and generate an obscene amount of energy. We would still have to make a concentrated effort to set up the rest of our industry and housing on the twilight and night side.


 
Trigger conditions:
  • Planet isn't colonized
  • Planet was not terraformed into a Gaia World or Tomb World
  • Planet was not terraformed from a Tomb World or Barren World
Is triggered only by:

2/SUM% chance


Set the [planet or moon] spinning again, the risk is too great.

No effect

Do it.

Excess to Success

As the terraforming of [planet name] is settling down, we discover that the project has put us in an unanticipated situation. We did not need as many resources as we initially set aside to finish this project, and now we have the chance to add-on one additional feature to the [planet or moon]. Our terraforming specialists have presented us with three different options.


 
Trigger conditions:
  • Planet was not terraformed into a Gaia World
  • Planet was not terraformed from a Tomb World or Barren World
Is triggered only by:

3/SUM% chance


We could use more Generator Districts.
See if we can't develop more space for Mining Districts.
This world could use more Agriculture Districts.

Oneness

While turning [planet name] into [planet class] world, the terraforming drones managed to link not only the local fauna to the mind but, through freak mutations when exposed to the terraforming gasses, link the mind to the world itself. The collective now has the opportunity to become whole in a truer sense than before.


 
Trigger conditions:
  • Gestalt Consciousness
  • Planet was not terraformed into a Tomb World
  • Planet was not terraformed from a Tomb World or Barren World
Is triggered only by:

0.5/SUM% chance


Yes, the mind wills it.
No, this is not the intention for this world.
  • Influence Gained: 200

Perfect Organization

Surpassing nature is not something new for this collective. During the terraforming process of [planet name], every hill was considered, and every piece of fauna was strategically placed. The [planet or moon] has now ended up being a perfectly organized logistical paradise for our Autonomous drones to produce for the collective.


 
Trigger conditions:
  • Gestalt Consciousness
  • Planet was not terraformed into a Tomb World
  • Planet was not terraformed from a Barren World
Is triggered only by:

2/SUM% chance


How pleasing.
  • Perfect Organization modifier added, giving the following effects:
    • Resources from Jobs +10%
    • Max Districts +20%
    • −50% Happiness
    • If an empire that's not Gestalt Consciousness owns the planet, enables the Introduce Chaos decision

A Helpful Blemish

What our terraforming specialists first took for a nasty gas pocket on [planet name] has turned out to be a blessing! The toxic fumes it was releasing are an unrefined version of Exotic Gas. With this new natural resource, the energy required to introduce an atmosphere to the [planet or moon] has drastically decreased, and we can harvest the gas for years to come!


 
Trigger conditions:
  • Planet was terraformed from a Barren World
Is triggered only by:

3/SUM% chance


Excellent.
  • Adds a Fuming Bog planetary feature to the planet
  • Gain an amount of Energy Credits depending on what the world was being terraformed to and from:
    • 2500 Energy if terraforming from Barren World to Dry climate or from Barren World (Cold) to Cold climate
    • 5000 Energy if terraforming to Wet climate
    • 7500 Energy if terraforming from Barren World to Cold climate or from Barren World (Cold) to Dry climate

Unexpected Mutations

Our terraforming specialists have good news and bad news for us about [planet name]. The good news is that the terraforming process went swimmingly, and we have a beautiful Gaia World. The bad news is that everyone living on the [planet or moon] was exposed to the terraforming gasses and now can't live on non-Gaia Worlds. These Gaia-trapped inhabitants have surprisingly been showing an increase in their productivity while on the Gaia World. Far better than workers that weren't affected by the gas that migrated there later.


 
Trigger conditions:
  • Planet was terraformed into a Gaia World
  • Not Life-Seeded origin
  • Planet is colonized
  • Empire uses Consumer Goods
Is triggered only by:

2/SUM% chance


At least they don't seem to be uncomfortable.

Paradise is a Place on [planet name]

The below description is one of several available for this event.
Amongst our terraforming specialists assigned to [planet name], there seem to have been followers of an ancient sect from [homeworld name] among them. These [main species plural] believe that there is a paradise for our people, and instead of looking for it, they have now created it. [planet name] has now been turned into a [planet or moon] of the blessed, looking like an illustration manifested from the pages of our ancient history.


 
Trigger conditions:
  • Once per empire
  • Planet was terraformed into a Gaia World
  • Not Gestalt Consciousness
  • Empire Capital Not the owner's homeworld
Is triggered only by:

2/SUM% chance


Option conditions
It's beautiful.
  • Paradise Made modifier added, giving the following effects:
    • Unity from Jobs +25%
    • Immigration Pull +50%
    • Spiritualist Ethics Attraction +50%
    • District Cost +25%

Enabled if: Fanatic Materialist Materialist

Fanatic Materialist It's just a normal Gaia World?
  • Influence Gained: 100

Radioactive Flora

While cleaning out the radiation in [planet name]'s atmosphere and soil, our terraforming specialists had to call in our xenobiologists. They had found a species that seemed to thrive off the radiation and was now wilting. Even more curious, this species appears to be presapient and on the cusp of achieving sentience. Now, as the final soil scrubbers are approaching, we have to decide what to do with this new life.


 
Trigger conditions:
  • Plantoids DLC
  • Planet was terraformed from a Tomb World
  • Main species does not have the Radiotrophic trait
  • Empire Capital Not the owner's homeworld
  • Empire hasn't gotten this event before and chosen the "Harvest their genetic material." option
Is triggered only by:

2/SUM% chance


Option conditions

Enabled if:

  • Not genocidal
  • Fanatic Xenophobe Xenophobic
We have destroyed their habitat, now we have to preserve them.

Why not let them join us?
  • Enables the Enlighten the Radiotropic special project, which costs Society research 5000 society research and triggers the A Radiating Reception event when completed
Harvest their genetic material.
  • Unlocks the Radiotrophic trait for genetic modification on all non-lithoid biological pops
Why are we even bothering with this weed. Finish the terraforming.
  • Food Gained: 5 (if empire uses food)

A Radiating Reception

Having spent years acclimating and adjusting the radiotropic plants found on [FromFromFrom.GetName], we now are ready to allow them into our society. While an incredibly young species, they seem to excel in harvesting energy.


 
Trigger conditions:
  • None
Is triggered only by:

Completing the Enlighten the Radiotropic special project


Welcome!

Weapons Cache

Restoring a Tomb World is always hard work and often very repetitive: section off an area, clear out any rubble, replace the soil, purify any remaining water, and add new fauna. As the terraforming process on [planet name] was winding to a close, our [Root.GetTerraformerPlural] discovered a sizeable underground metal container, and based on its fortifications, it is assumed that this is a weapons cache.


 
Trigger conditions: Is triggered only by:

2/SUM chance
×50 if Earth


Curious.
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