Colony 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

Colony events can trigger 1, 2, 3, 4, or 5 years after a planet or ring world is colonized. Each colony can only get one colony event, and planets that have been  Terraformed are blocked from getting any event except for ones guaranteed by a  Planet Modifier. Most events are limited to once per empire, although some are limited to once per game and some have lighter or no limits.

## Generic colony event triggers

The following trigger conditions apply to all colony events, unless otherwise noted:

* Planet owner
	+ Planet is owned by the original owner
	+ Planet owner is not AI
* Planet
	+ Planet hasn't had a colony event
	+ Planet hasn't been terraformed
	+ Colony isn't a Habitat
	+ Planet isn't a species homeworld
	+ Planet isn't an empire's capital
	+ Planet doesn't have ground combat and isn't occupied
	+ Colony has at least one Pop

## Guaranteed events

Certain  planet modifiers or planetary features will trigger a guaranteed colony event, usually when the colony turns one year old.

**Planet modifier events table**

**Planetary feature events table**
* Can't be found on artificial worlds
* **×3** on Relic Worlds
* Gestalt Consciousness empires can't get the anomaly that creates the feature, but they can still get the event if they're the first empire to colonize the planet it's on.

## Random events

If a colony doesn't get a guaranteed event when it's one year old, it's eligible to start rolling for a random colony event when it reaches two years old.  Continental Worlds are the only class of planet with access to every single existing colony event that isn't  Tomb World exclusive, and  Desert Worlds are the only class of planet that only has access to colony events that are also available to every other regular planet class.

Because terraforming prevents colony events, you can't use it to try to get events that are restricted to certain planet classes. Additionally, if you want to have a chance to get *any* colony event, and aren't also looking for one of the terraforming events that can only trigger on uninhabited planets, you should always colonize planets that don't have a planet modifier that gives a guaranteed event before terraforming them and then wait to terraform them until they either get a colony event or reach five years old.

It may be worth considering which restricted colony events your guaranteed habitable worlds will have access to when selected your species' climate preference.

 Habitats can't get colony events.

### Event chances

When the colony is 1 year old, certain planet modifiers will trigger a guaranteed event. At 2 and 3 years old, there are a large variety of possible random events, while there is a much shorter list of possible events when the colony is 4 or 5 years old. The odds of any specific event triggering is equal to that event's weight divided by the total weight of no event plus all potential events for that colony age.

## Ethics divergence events

These colony events involve changing the ethics of some pops to the opposing ethic. They have no limit on how many times they can happen, but they share a limit on how often an event in this category can happen. An empire can't get any ethics divergence colony event more then once every five years.

### Trouble in Paradise

*Local political drama on [Root.GetName] has resulted in increased support among a small group of rebels, opposed to our underlying ethics. Their increased support have enabled them to gain more power in the region and vote for their own causes with limited success.*

* Not Gestalt Consciousness
* Empire is some degree of Militarist or Pacifist
* Planet is a Continental, Tropical, or Gaia World
* Empire hasn't had an ethics divergence event within the last 5 years

Option conditions
 **Enabled if:**
 Empire is some degree of Militarist

**We stand divided.**
* Three random pops that aren't non-sapient robots or already Pacifist change their ethic to Pacifist

 **Enabled if:**
 Empire is some degree of Pacifist

**We stand divided.**
* Three random pops that aren't non-sapient robots or already Militarist change their ethic to Militarist

 **Enabled if:**
 Empire isn't Fanatic Egalitarian or any degree of Pacifist

**Suppress the opposition!**
* One random pop that isn't a non-sapient robot or already Pacifist changes their ethic to pacifist
* **Suppressed Opposition** modifier added for 120 months, with the following effects:  Happiness **−15%**

 **Enabled if:**
 Empire isn't Fanatic Egalitarian or any degree of Militarist

**Suppress the opposition!**
* One random pop that isn't a non-sapient robot or already Militarist changes their ethic to Militarist
* **Suppressed Opposition** modifier added for 120 months, with the following effects:  Happiness **−15%**

### A Change of Heart

 **The below description is one of several available for this event.**

*As we have grown our roots on [Root.GetName] certain individuals have begun to stray from our beaten path. That is to be expected, but these have supporters. The group feels our spiritualistic view of the universe is not leading us forward fast enough - assured that a more materialistic view of the cosmos is the answer.*

	+ Empire is some degree of Spiritualist and colony has a Materialist pop
	+ Empire is some degree of Materialist and colony has a Spiritualist pop
* Colony has at least 4 pops that aren't non-sapient robots
* Empire hasn't had an ethics divergence event within the last 5 years

Option conditions
 **Enabled if:**
 Empire is some degree of Materialist

**They are no threat to our pursuits.**
* All **Spiritualist** pops on the colony gain the **Opinions Respected** pop modifier for 20 years, with the following effects:
	+ Happiness **+15%**
* **Spiritualist Attraction** planet modifier added for 20 years, with the following effects:
	+ Spiritualist Ethics Attraction **+100%**

 **Enabled if:**
 Empire is some degree of Spiritualist

**Leave them be to find their own way.**
* All **Materialist** pops on the colony gain the **Opinions Respected** pop modifier for 20 years, with the following effects:
	+ Happiness **+15%**
* **Materialist Attraction** planet modifier added for 20 years, with the following effects:
	+ Materialist Ethics Attraction **+100%**

 **Enabled if:**
Empire has at least  **100** energy and  **100** minerals

**Bribe their leaders.**
* **−100** energy and  **−100** minerals

 **Enabled if:**
 Empire is some degree of Spiritualist

**Have spiritual guides re-direct them.**
* (Hidden) **40%** chance: The event A Change of Heart (colony.2011) happens in 160 days
* (Hidden) **60%** chance: The event A Change of Heart (colony.2012) happens in 160 days

 **Enabled if:**
 Empire is some degree of Materialist

**Spread propaganda to oppose them.**
* (Hidden) **40%** chance: The event A Change of Heart (colony.2011) happens in 160 days
* (Hidden) **60%** chance: The event A Change of Heart (colony.2012) happens in 160 days

#### A Change of Heart (colony.2011)

 **The below description is one of several available for this event.**

*Our attempts at re-directing the parts of the population prone to oppose our core ideals have finally paid off.

Thanks to the tireless efforts of our spiritual leaders we have finally turned the tide, and are bringing more and more faithless into the fold. Not only materialists, but people of all persuasions have seen the light and are casting away their former beliefs. Pray they will never stray from the righteous path again.*

 Immediate effects:* If the "Spread propaganda to oppose them." option was chosen for the A Change of Heart event:
	+ Every pop on the colony with the Spiritualist ethic changes to Materialist
	+ **Materialist Attraction** planet modifier added for 20 years, with the following effects:
		- Materialist Ethics Attraction **+100%**
* If the "Have spiritual guides re-direct them." option was chosen for the A Change of Heart event:
	+ Every pop on the colony with the Materialist ethic changes to Spiritualist
	+ **Spiritualist Attraction** planet modifier added for 20 years, with the following effects:

Option conditions
 **Enabled if:**
* Empire is some degree of Spiritualist
* The "Have spiritual guides re-direct them." option was chosen for the A Change of Heart event

**Blessed be the divine!**
* None

 **Enabled if:**
* Empire is some degree of Spiritualist
* The "Spread propaganda to oppose them." option was chosen for the A Change of Heart event

**Oops...**
* None

 **Enabled if:**
* Empire is some degree of Materialist
* The "Have spiritual guides re-direct them." option was chosen for the A Change of Heart event

**Oops...**
* None

 **Enabled if:**
* Empire is some degree of Materialist
* The "Spread propaganda to oppose them." option was chosen for the A Change of Heart event

**Excellent.**
* None

#### A Change of Heart (colony.2012)

*Our attempts to change the minds of our people on [Root.GetName] have backfired horribly. By banding together over our subjugation attempts they have gained even more followers, making them stronger than ever.*

 Immediate effects:* If empire is some degree of Materialist:
	+ **Spiritualist Attraction** planet modifier added for 20 years, with the following effects:
		- Spiritualist Ethics Attraction **+100%**
	+ All **Spiritualist** pops on the colony gain the **Opinions Disrespected** pop modifier for 20 years, with the following effects:
		- Happiness **−20%**
* If empire is some degree of Spiritualist:
	+ **Materialist Attraction** planet modifier added for 20 years, with the following effects:
		- Materialist Ethics Attraction **+100%**
	+ All **Spiritualist** pops on the colony gain the **Opinions Disrespected** pop modifier for 20 years, with the following effects:

Option conditions
 **Enabled if:**
 Empire is some degree of Spiritualist

**The divine be damned!**
* None

 **Enabled if:**
 Empire isn't any degree of Spiritualist

**Curses!**
* None

## Repeatable events

These colony events have no limit on how many times or how often they can trigger.

### What Separates Us

 **The below description is one of several available for this event.**

*Having other species living with our people has caused some friction on [Root.GetName]. Be it cultural differences, xenophobia or a common misunderstanding is hard to tell, but what is sure is that these small encounters could turn to the worse if we do not intervene.*

* Not Gestalt Consciousness
* Colony has a free non-robotic alien Pop
* Colony has a main species pop with the  Xenophobe ethic

Option conditions
 **Enabled if:**
 Neither Xenophile nor Xenophobe

**Distract the angry mob.**
* All main species pops on the colony with the  Xenophobe ethic gain the **Enraged** pop modifier for  2 years, with the following effects:
	+ **–25%** Happiness
	+ **–25%**  Worker,  Specialist, and  Ruler output
* (Hidden) **Protecting Minorities** empire modifier added for  2 years, with the following effects:
	+ **+25%** Monthly Influence
	+ **–5%** Energy Credits from Jobs
* (Hidden)  Tier 2 Influence reward: Gain **80-175** Influence

 **Enabled if:**
 Empire is some degree of Xenophobe

 **Isolate the xenos from the mob.**
* All main species pops on the colony with the  Xenophobe ethic gain the **Enraged** pop modifier for  2 years
* **Protecting Minorities** empire modifier added for  2 years
* Tier 2 Influence reward: Gain **80-175** Influence

 **Enabled if:**
 Empire is some degree of Xenophile

 **Protect the minority at any cost.**
* **Protecting Minorities** empire modifier added for  2 years
* Tier 2 Influence reward: Gain **80-175** Influence
* All main species pops on the colony with the  Xenophobe ethic gain the **Enraged** pop modifier for  2 years
* All alien and  Xenophile pops on the colony gain the **Pleased** modifier for  1 year, with the following effects:
	+ **+25%** Happiness
	+ **+25%**  Worker,  Specialist, and  Ruler output

 **Enabled if:**
 Empire isn't Fanatic Militarist or any degree of Xenophobe

**Do not get involved.**
* A random non-main species Pop on the colony **dies**
* All alien and  Xenophile pops on the colony gain the **Enraged** modifier for  1 year

 **Enabled if:**
 Empire is Fanatic Militarist or some degree of Xenophobe

 **Let the xenos fight their own fight.**
* A random alien pop on the colony **dies**
* All aliens and  Xenophile pops on the colony gain the **Enraged** modifier for  1 year

### Lost to Bureaucracy

*Due to a major clerical error parts of [colony name] has fallen behind in infrastructure maintenance and accommodation services. The people live in rather bleak conditions and will not tolerate it for long. Remedying these problems will cost us time and effort.*

* Not Gestalt Consciousness
* Colony has a building

Option conditions
 **Always enabled:**

**Unfortunate.**
* File:D slums.png A Sprawling Slums blocker is added to the planet
* An Industrial Wasteland blocker is added to the colony

 **Enabled if:**
* At least **500** Energy
* At least **100** Influence
* Empire isn't any degree of Authoritarian

**We must invest in this area.**
* **–500** Energy
* **–100** Influence
* Tier 2 Unity reward: Gain **150-1000** Unity

 **Enabled if:**
* At least **250** Energy
* At least **50** Influence
* Empire is some degree of Authoritarian

 **We have a strong community, help them recover.**
* **–250** Energy
* **–50** Influence
* Tier 2 Unity reward: **Minimum and maximum unity gain are undefined!**

 **Enabled if:**
Empire has one of the following Government Types:
* :  Military Commissariat,  Citizen Republic
* /: Megacorporation
* : Constitutional Dictatorship,  Totalitarian Regime,  Military Dictatorship
* : Despotic Empire,  Feudal Empire,  Despotic Hegemony,  Star Empire

**Throw out the inhabitants and raze the area.**
* Tier 2 Influence reward: Gain **80-175** Influence
* **+20** Devastation
* Two random pops gain the **Enraged** pop modifier for  7300 days, with the following effects:
	+ **–25%** Happiness
	+ **–25%**  Worker,  Specialist, and  Ruler output

## Archaeology site events

These colony events create archaeology sites.

### Fossils Discovered on [Root.GetName]

*Fossilized remains from several different species that do not appear to have been indigenous to §H[Root.GetName]§! have been found in a large and secluded valley on the [Root.GetPlanetMoon]. They all date from roughly the same time period, within the span of a few centuries some 3.6 million years ago.

Each of these species seems to have evolved in its own unique biosphere, and all appear to have been sapient. Strangely, every fossilized individual found so far shows signs of having met a violent end.*

* Ancient Relics DLC is active
* Any regular habitable planet class
* No Archaeology Site
* Can only happen once per game

**Curious.*** The Fossilized Remains dig site is added to the planet

### Message in the Canopy

*Our scientists have discovered something unusual on [From.Planet.GetName]. A tropical world, much of the planet's surface is covered with dense jungle: massive, thousand year old trees erupt from the canopy, their leafy crowns towering over the landscape.

At first glance, the distribution of these giants appears random. However, further analysis indicates that the trees are arranged with mathematical precision, and it seems likely they were planted by some long-vanished civilization. What's more, the team leader believes the distribution pattern may comprise a set of coordinates, one that points to an unexplored location deep within the jungle.*

* Tropical, Continental, or Gaia World
* No Archaeology Site
* Can only happen once per game

**Curious.*** The Message in the Canopy dig site is added to the planet

## Tomb world events

These colony events can only occur on tomb worlds. They have their own page here.

## Planet modifier events

 Planet Modifier colony events are guaranteed to trigger when the colony is reaches 1 year old, as long as the planet has the triggering planet modifier. Unlike other colony events, they aren't prevented if the planet has been terraformed. They have their own page here.

## References

1. ↑ The File:Pm irradiated.png Irradiated planet modifier has a **0%** spawn chance and isn't added by any anomalies.
2. ↑ 2.0 2.1 One ethics divergence event per 5 years per empire
3. ↑ 3.0 3.1 3.2 3.3 3.4 Including robotic pops, even if they aren't sapient.
4. ↑ It's unclear to me whether or not the capital building counts; if it does, this trigger will always be true.

**Game concepts**