Terraforming events

Version

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.

Random events

Events

Colony events

Diplomatic events

Envoy events

Pre-sapients coexistence events

**Terraforming events**

Tomb world events

 Marauder neighbor events

 Caravan events

 Caravaneer neighbor events

 Primitive commerce events

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 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.*

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

**We could use more housing.**
* Adds a  City District to the planet if not  Gestalt Consciousness
* Adds a  Hive District to the planet if  Hive Mind
* Adds a  Nexus District to the planet if  Machine Intelligence

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

**Build some foundries.**
* Adds an  Industrial District to the planet

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

**Expand this world's energy capabilities.**
* Adds 2  Generator Districts to the planet

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

**You can never have enough mines.**
* Adds 2  Mining Districts to the planet

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

**More farms for [From.GetName].**
* Adds 2  Agriculture Districts to the planet

 **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.*

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
* **+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.*

**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.*

**At least some good has come of it.*** Gain **20%** progress in the  Climate Restoration technology if you have the  Ecological Adaptation technology
* Gain **40%** progress in the  Ecological Adaptation technology if you have the  Terrestrial Sculpting technology
* Gain **80%** progress in the  Terrestrial Sculpting technology

### [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.*

* Planet's new planet class matches the primary species' climate preference

**This [planet or moon] shall be known as [homeworld name] II*** **Second Home** modifier added, giving the following effects:
	+ Habitability **+20%**
	+ Immigration Pull **+50%**
* Planet is renamed to [homeworld name] II

**A fortuitous development.*** **Second Home** modifier added, giving the following effects:
	+ Habitability **+20%**
	+ Immigration Pull **+50%**

### 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.*

* Planet was not terraformed into a Gaia World or Tomb World
* Planet was not terraformed from a Tomb World or Barren World

**Set the [planet or moon] spinning again, the risk is too great.**
No effect

**Do it.*** **Intentionally Tidally Locked** modifier added, giving the following effects:
	+ Max Agriculture Districts **−3**
	+ Max Mining Districts **−3**
	+ Enables the  Expand Dayside Infrastructure decision

### 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.*

* Planet was not terraformed from a Tomb World or Barren World

**We could use more Generator Districts.*** Adds a planetary feature that adds  **+2** Max Generator Districts to the planet

**See if we can't develop more space for Mining Districts.*** Adds a planetary feature that adds  **+2** Max Mining Districts to the planet

**This world could use more Agriculture Districts.*** Adds a planetary feature that adds  **+2** Max Agriculture Districts to the planet

### 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.*

* Planet was not terraformed into a Tomb World
* Planet was not terraformed from a Tomb World or Barren World

**Yes, the mind wills it.*** Planet becomes a  Hive World

**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.*

* Planet was not terraformed into a Tomb World
* Planet was not terraformed from a Barren World

**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!*

**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.*

* Not Life-Seeded origin
* Planet is colonized
* Empire uses Consumer Goods

**At least they don't seem to be uncomfortable.*** All biological pops on the planet have their climate preference trait changed to a special version of  Gaia World Preference that also gives  **+5%** Resources from Jobs on  Gaia Worlds

### 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.*

* Planet was terraformed into a Gaia World
* Not Gestalt Consciousness
* Not the owner's homeworld

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:**
 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.*

* Planet was terraformed from a Tomb World
* Main species does not have the Radiotrophic trait
* Not the owner's homeworld
* Empire hasn't gotten this event before and chosen the "Harvest their genetic material." option

Option conditions
 **Enabled if:**
* Not genocidal
* Xenophobic

**We have destroyed their habitat, now we have to preserve them.**
* Planet gains 4 pre-sapient plantoid pops with the  Tomb World Preference,  Radiotrophic,  Ingenious,  Fleeting, and  Deviants traits
* Adds a  Radiotrophic Preserve planetary feature to the planet

**Why not let them join us?*** Enables the *Enlighten the Radiotropic* special project, which costs  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.*

**Welcome!*** Planet gains 6 plantoid pops with the  Tomb World Preference,  Radiotrophic,  Ingenious,  Fleeting, and  Deviants traits. If the planet is not a colony (or no longer exists), the pops are created on the empire's capital instead.

### 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.*

* Once per empire
* tomb world Planet was terraformed from a Tomb World
* Not the owner's homeworld

**Curious.*** Planet gains the *Weapons Cache*  archaeological site