Stellaris Wiki
Advertisement

Version

Outliner top
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 Terraform planet 2 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 Planet nuked Tomb World or Planet barrenPlanet barren cold Barren World to your main species' preferred non-Planet gaia Gaia World climate, the sum of all valid event weights is 26 for regular empires and 28.5 for Gestalt consciousness 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 NoGestalt consciousness Gestalt consciousness
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

Outliner top 500px
Evt drilling for gas

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

3/SUM% chance


Option conditions

Event triggerEnabled if: the planet has at least 1 free district slot

Event button on
We could use more housing.

Event triggerEnabled if: the planet has at least 1 free district slot

Event button on
Build some foundries.

Event triggerEnabled if: the planet has at least 2 free district slots

Event button on
Expand this world's energy capabilities.

Event triggerEnabled if: the planet has at least 2 free district slots

Event button on
You can never have enough mines.

Event triggerEnabled if: the planet has at least 2 free district slots

Event button on
More farms for [From.GetName].

Event triggerAlways enabled:

Event button on
Just scrap the equipment.
  • Minerals Gained: Minerals 300

Engineered Beauty

Outliner top 500px
Evt alien nature

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

Event triggerAlways enabled:

Event button on
Marvelous!

The planet gets the modifier:

Engineered Nature

Outliner top
Pm natural beautyPm frame 1
  • Mod planet amenities add +10 Amenities
This [Root.GetPlanetMoon] has been engineered to provide both form and function to its inhabitants.

Event triggerEnabled if: NoGestalt consciousness Not Gestalt Consciousness

Event button on
Does it have to look so artificial?

The planet gets the modifier:

Natural Beauty

Outliner top
Pm natural beautyPm frame 1
  • Happiness +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

Outliner top 500px
Evt aggressive flora

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

3/SUM% chance


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

Learning From Mistakes

Outliner top 500px
Evt desert

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 D organic landfill Terraforming Residue blockers on the planet


Event button on
At least some good has come of it.

[homeworld name] II

Outliner top 500px
Evt atmospheric flight

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


Event button on
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
Event button on
A fortuitous development.
  • Second Home modifier added, giving the following effects:

A Planetary Gambit

Outliner top 500px
Evt atmospheric flight

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:
  • NoJob colonist Planet isn't colonized
  • NoPlanet gaiaPlanet nuked Planet was not terraformed into a Gaia World or Tomb World
  • NoPlanet nukedPlanet barrenPlanet barren cold Planet was not terraformed from a Tomb World or Barren World
Is triggered only by:

2/SUM% chance


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

No effect

Event button on
Do it.

Excess to Success

Outliner top 500px
Evt drilling for gas

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:
  • NoPlanet gaia Planet was not terraformed into a Gaia World
  • NoPlanet barrenPlanet barren cold Planet was not terraformed from a Tomb World or Barren World
Is triggered only by:

3/SUM% chance


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

Oneness

Outliner top 500px
Evt hive mind

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 Gestalt Consciousness
  • NoPlanet nuked Planet was not terraformed into a Tomb World
  • NoPlanet nukedPlanet barrenPlanet barren cold Planet was not terraformed from a Tomb World or Barren World
Is triggered only by:

0.5/SUM% chance


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

Perfect Organization

Outliner top 500px
Evt fleet from surface

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 Gestalt Consciousness
  • NoPlanet nuked Planet was not terraformed into a Tomb World
  • NoPlanet barrenPlanet barren cold Planet was not terraformed from a Barren World
Is triggered only by:

2/SUM% chance


Event button on
How pleasing.
  • Perfect Organization modifier added, giving the following effects:
    • Mod pop resource output Resources from Jobs +10%
    • Mod planet max districts add Max Districts +20%
    • Happiness −50% Happiness
    • If an empire that's not Gestalt consciousness Gestalt Consciousness owns the planet, enables the Decision victorious army Introduce Chaos decision

A Helpful Blemish

Outliner top 500px
Evt drilling for gas

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 barrenPlanet barren cold Planet was terraformed from a Barren World
Is triggered only by:

3/SUM% chance


Event button on
Excellent.
  • Adds a D fuming bog Fuming Bog planetary feature to the planet
  • Gain an amount of Energy Credits depending on what the world was being terraformed to and from:
    • Energy Credits 2500 Energy if terraforming from Planet barren Barren World to Planet aridPlanet desertPlanet savannah Dry climate or from Planet barren cold Barren World (Cold) to Planet alpinePlanet arcticPlanet tundra Cold climate
    • Energy Credits 5000 Energy if terraforming to Planet continentalPlanet oceanPlanet tropical Wet climate
    • Energy Credits 7500 Energy if terraforming from Planet barren Barren World to Planet alpinePlanet arcticPlanet tundra Cold climate or from Planet barren cold Barren World (Cold) to Planet aridPlanet desertPlanet savannah Dry climate

Unexpected Mutations

Outliner top 500px
Gaia planet

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 gaia Planet was terraformed into a Gaia World
  • NoOrigins life seeded Not Life-Seeded origin
  • Job colonist Planet is colonized
  • Consumer goods Empire uses Consumer Goods
Is triggered only by:

2/SUM% chance


Event button on
At least they don't seem to be uncomfortable.

Paradise is a Place on [planet name]

Outliner top 500px
Gaia planet

Event trigger 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 gaia Planet was terraformed into a Gaia World
  • NoGestalt consciousness Not Gestalt Consciousness
  • NoEmpire Capital Not the owner's homeworld
Is triggered only by:

2/SUM% chance


Option conditions
Event button on
It's beautiful.
  • Paradise Made modifier added, giving the following effects:
    • Unity Unity from Jobs +25%
    • Mod planet migration all pull Immigration Pull +50%
    • Spiritualist Spiritualist Ethics Attraction +50%
    • Mod planet building cost mult District Cost +25%

Event triggerEnabled if: MaterialistFanatic Materialist Materialist

Event button on
MaterialistFanatic Materialist It's just a normal Gaia World?
  • Influence Gained: Influence 100

Radioactive Flora

Outliner top 500px
Evt tomb world

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:
  • DLC plantoids species pack Plantoids DLC
  • Planet nuked Planet was terraformed from a Tomb World
  • NoTrait plantoid radiotrophic Main species does not have the Radiotrophic trait
  • NoEmpire 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

Event triggerEnabled if:

  • NoCivic fanatic purifiersCivic devouring swarmCivic machine terminator Not genocidal
  • NoXenophobeFanatic Xenophobe Xenophobic
Event button on
We have destroyed their habitat, now we have to preserve them.

Event button on
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
Event button on
Harvest their genetic material.
  • Unlocks the Trait plantoid radiotrophic Radiotrophic trait for genetic modification on all non-lithoid biological pops
Event button on
Why are we even bothering with this weed. Finish the terraforming.
  • Food Gained: Food 5 (if empire uses food)

A Radiating Reception

Outliner top 500px
Evt hand shake

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


Event button on
Welcome!

Weapons Cache

Outliner top 500px
Evt tomb world

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


Event button on
Curious.
Advertisement