Archaeological site

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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.

List of discoveries

Discovery

Anomalies

**Archaeological sites**

 Astral rifts

Many chapter rewards are a number of  minor artifacts. As these are available only with the  Ancient Relics DLC, when that DLC is not enabled, sites which are still available may have an alternate reward or no reward for such chapters.

Most sites have a 67% chance to leave a deposit of minor artifacts when the excavation process is complete. If a  minor artifacts deposit is created, its value has an 80% chance of being **1**, a 16% chance of of being **2**, and a 4% chance of being **3**.

## Base game sites

The following sites do not require any DLC to be enabled, but  Ancient Relics is required to gain  minor artifacts from them.

2. **small** minor artifacts reward (**10, 30, or 50**)
3. **small** minor artifacts reward (**10, 30, or 50**)
4. **small** minor artifacts reward (**10, 30, or 50**)
5. **small** minor artifacts reward (**10, 30, or 50**),  Shanty on Repeat and  Harmonious Crew
2. **12x** physics output (**250 ~ 100 000**)
3. **10** Minor artifact ( **200** Minerals without )
4. Choice of:
	* Proceed with caution:  and  Mask of Transformation
	* Uncover the source: ,  **1000** minerals, and  **200** rare crystals
2. Choice of:
	* (Study) **+20%** progress in  Genome Mapping technology – **8x**  Society output (**1000 ~ 10000**) if already researched or  Machine Intelligence
	* (Use) **2x**  Society output (**100 ~ 1000**) and **6x**  Unity output (**400 ~ 3000**)
3. Choice of:
	* (Study) **+20%** progress in  Gene Tailoring technology – **8x**  Society output (**1000 ~ 10000**) if already researched or  Machine Intelligence
	* (Use) **3x**  Society output (**100 ~ 1000**) and **8x**  Unity output (**500 ~ 4000**)
4. Result depends on number of chosen study options:
	* 2 or more: Gain **25%** progress in next society research technology  or  **24x** society output (**500 ~ 1 000 000**) if all researched.
		+ Also gain *Harsh Truth* empire modifier:  **−25%** species modification cost,  **+20%** Xenophobe ethic attraction
		+ Xenophiles can choose to gain *Unified Thought* empire modifier instead:  **+10%** Governing ethics attraction
	* 1 or less: Gain **4x**  Society output (**100 ~ 1000**) and **10x**  Unity output (**600 ~ 5000**)
		+ Also gain *Mysterious Universe* empire modifier:  **+20%** Xenophile ethic attraction
		+ Xenophobes can choose to gain *Unified Thought* empire modifier instead:  **+10%** Governing ethics attraction
 **Under the Ice** | 1. Choice of:
	* **12x** engineering output (**250 ~ 100 000**)
	* Spend  **400** energy credits to gain **+30%** progress in  Climate Control Network technology
2. **18x** society output (**350 ~ 100 000**)
3. Choice of:
	* Narrative only
	* Spend  **400** energy credits to gain **+20%** progress in  Ocean Ecology Management technology
4. Randomly, one of:
	* **12x** alloys output (**150 ~ 2000**)
	* **12x** society output (**250 ~ 100 000**), plus  **6x** unity output (**100 ~ 100 000**) if  Authoritarian or  Egalitarian
	* **+60%** progress in  Genome Mapping technology, **+40%** progress in  Epigenetic Triggers technology, or  **18x** society output (**350 ~ 100 000**) if both researched
		+ Gain nothing if  Xenophobe
5. Choice of:
	* *Frozen Submariners' Legacy* empire modifier for 20 years:  **+20%** Colony development speed,  **−3%** Pop amenities usage
	* Following two options only if did not receive  Ocean Ecology Management technology or Genetic technology options
		+ **+30%** progress in  Subterranean Colonization technology – Does not have  Subterranean Colonization technology
		+ **+60%** progress in  Railguns technology – Has  Coilguns technology, does not have  Railguns technology
	* *Frozen Submariners' Ingenuity* empire modifier for 5 years:  **+5%** Research speed (engineering) – Only option for
	* *In Memory of the Frozen Submariners* empire modifier for 10 years:  **+10%** Unity – Only option for  Memorialists

## Unique systems sites

The following sites can only be found in certain unique systems.  Ancient Relics is required to gain  minor artifacts from sites even if the site is otherwise available.

## Origin sites

The following archaeological sites are generated by Origins.  Ancient Relics is required to gain minor artifact rewards.

### From Gateway Sent

The *From Gateway Sent* archaeological site is discovered by investigating the special project created by the  Galactic Doorstep origin.

2. **small** minor artifacts reward (**10, 30, or 50**)
3. **small** minor artifacts reward (**10, 30, or 50**) and  **18x** physics output (**350 ~ 100 000**)
4. **small** minor artifacts reward (**10, 30, or 50**),  **24x** engineering output (**500 ~ 1 000 000**) and special project to gain the  **Gateway Activation** technology.

### Homeworld Excavation

The  Clone Army origin adds an archaeological site to the homeworld 3 to 5 years after game start

2. 200 Influence and Genetic Crossroads event chain

### On the Shoulders of Giants sites

The  On the Shoulders of Giants origin adds a lengthy archaeological site chain in the empire home system. The narration of the last two chapters of the final site is random, but the rewards are always the same.

2. **small** minor artifacts reward (**10, 30, or 50**)
3. **small** minor artifacts reward (**10, 30, or 50**)
 **Something Waiting** | 1. **small** minor artifacts reward (**10, 30, or 50**)
2. **small** minor artifacts reward (**10, 30, or 50**)
3. **small** minor artifacts reward (**10, 30, or 50**)
 **Buried Deep** | 1. **small** minor artifacts reward (**10, 30, or 50**)
 **In Memoriam** | 1. **small** minor artifacts reward (**10, 30, or 50**)
2. **small** minor artifacts reward (**10, 30, or 50**)
3. **small** minor artifacts reward (**10, 30, or 50**)
 **The Last Stand** | 1. **small** minor artifacts reward (**10, 30, or 50**)
2. **small** minor artifacts reward (**10, 30, or 50**)
3. **small** minor artifacts reward (**10, 30, or 50**) and  random tier 1 technology as research option with **85%** progress
 **Dark Secret** | 1. **small** minor artifacts reward (**10, 30, or 50**)
2. **small** minor artifacts reward (**10, 30, or 50**),  **24x** minerals output (**350 ~ 10 000**),  **18x** alloys output (**250 ~ 5000**), and  **18x** exotic gases output (**250 ~ 5000**)
3. **small** minor artifacts reward (**10, 30, or 50**)
4. **small** minor artifacts reward (**10, 30, or 50**),  *Spurred by the Past* empire modifier
 **Benign Cover-Up**/**Bury The Hatchet** | 1. **small** minor artifacts reward (**10, 30, or 50**)
2. **small** minor artifacts reward (**10, 30, or 50**) and   **Devolving Beam** as research option with **+25%** progress
	* Also, replace *Spurred by the Past* with:
		+ *Full Circle* empire modifier if Benign Cover-Up
		+ *Goes Around, Comes Around* empire modifier if Bury The Hatchet

### First Contact origin sites

The origins  Payback and  Broken Shackles each have a special archaeological site on their homeworld.

2. Choice of:
	* **18x** society output (**350 ~ 100 000**)
	* **12x** influence output (**80 ~ 175**) –   Xenophile or  Pacifist
	* **12x** unity output (**150 ~ 100 000**) – Only for  Xenophile,  Pacifist,  Memorialists
3. **12x** engineering output (**250 ~ 100 000**)
4. Special project to restore crashed ship as a  or a
1. Remove a  *Ship Debris* blocker and  **12x** engineering output (**250 ~ 100 000**)
2. Remove a  *Ship Debris* blocker and  **18x** engineering output (**350 ~ 100 000**)
3. Remove a  *Ship Debris* blocker and gain *Research Allocation* empire modifier:  **−15%** Engineering from jobs
4. Remove a  *Ship Debris* blocker,
	* Add  Quantum Firewalls as a research option with **40%** progress,
	* And gain *Improved Decryption Processes* empire modifier:  **+1** Codebreaking
5. Remove *Research Allocation* empire modifier and enables *Locate Home Worlds* special project
	* If MSI has not been contacted, show galaxy location of MSI, and add *MSI located* empire modifier for 10 years:  **+10%** Happiness,  **+10%** Unity

### Quantum Catapult

The  Slingshot to the Stars origin adds an archaeological site in the pulsar system where the ruined Quantum Catapult is located.

2. **12x** engineering output (**250 ~ 100 000**)
3. Narrative only
4. **12x** engineering output (**250 ~ 100 000**)
5. Narrative only
6. **48x** engineering output (**1000 ~ 1 000 000**), if finished before 2230 also gives  **+50%** Megastructure build speed for 10 years

## Ancient Relics sites

The Ancient Relics DLC adds a large number of archaeological sites to the game.

### Precursor sites

Precursor Archaeology Sites are visible only to the empire that starts the event chain and are used to advance the Baol and Zroni event chains. When a Zroni Archaeology Site is discovered, the planet also gains a deposit of  2-4 Zro.

 **The Barren** | 1. **50** Minor artifacts
2. **50** Minor artifacts
 **The Shattered** | 1. **50** Minor artifacts
2. **50** Minor artifacts
3. **50** Minor artifacts
 **The Silenced** | 1. **50** Minor artifacts
 Zroni
2. **small** minor artifacts reward (**10, 30, or 50**) and  **18x** physics output (**350 ~ 100 000**)
3. **small** minor artifacts reward (**10, 30, or 50**) and  *Zroni Beacon* site location
	* Also,  **Psionic Theory** as research option with **+25%** progress, if not researched
 **Zroni Beacon** | 1. **small** minor artifacts reward (**10, 30, or 50**) and  **18x** society output (**350 ~ 100 000**)
 **Zroni Shrine** | 1. **small** minor artifacts reward (**10, 30, or 50**)
 **Zroni Research Station** | 1. **small** minor artifacts reward (**10, 30, or 50**) and  **18x** society output (**350 ~ 100 000**)
 **Zroni Core World** | 1. **12x** engineering output (**250 ~ 100 000**) and  **18x** society output (**350 ~ 100 000**)
2. **small** minor artifacts reward (**10, 30, or 50**) and  **18x** society output (**350 ~ 100 000**)
 **Zron** | 1. **small** minor artifacts reward (**10, 30, or 50**) and  **2** Zro
2. **small** minor artifacts reward (**10, 30, or 50**) and  **18x** society output (**350 ~ 100 000**)
3. **small** minor artifacts reward (**10, 30, or 50**) and  **18x** society output (**350 ~ 100 000**)
4. **small** minor artifacts reward (**10, 30, or 50**),  **5** Zro, and  **24x** society output (**500 ~ 1 000 000**)
5. **large** minor artifacts reward (**100, 200, or 300**) and  Psionic Archive relic

### The Sentinels

The Sentinels is an Archaeology Site with slightly different mechanics. It can be discovered after a planet is colonized and adds an archaeological site blocker to the colony.

* Toxic Kelp
* Noxious Swamp
 Chapter
 Chapter 1
* Archaeologist Missing event after 30-40 days
 Chapter 2
* Missing Archaeologist event after 60-90 days
	+ Choice to pay  **100** Influence and  **500** Energy or **−3** Clues to save the missing scientist with the  Maimed trait after 10-40 days
	+ Choice to not "waste time on deserters" to find scientist dead after 60-90 days
 Chapter 3
 Archaeological Site feature gets removed/replaced
* Open the Sentinels carefully

Issue a special project to investigate the sentinels, when finished choose between:
**?** **Hear them out:** Talk to them and choose between:
**+** Protection:  Sentinels feature and gain 9 or 8 defensive Sentinel armies depending on dialog choices
**!** Claim land: **9** Sentinel armies attack the colony
**!** **Silence them:** **9** Sentinel armies attack the colony* Leave the Sentinels alone

**+**  Sentinels feature
**+**  The Sentinels planet modifier
If :
* Destroy the Sentinels

Issue a special project to destroy the sentinels:
 **small** minor artifacts reward (**10, 30, or 50**)
**!** When finished **9** Sentinel armies attack the colony
Always an Option:
* Dismantle the statues and salvage the alloy

If any of the outcomes comes to having the **9** Sentinel armies attacking the colony totaling **2350 garrison/army power** here are the outcomes of the battle:

* **The Sentinels win** and seize control of the colony
The sentinels start purging owners pops
The planet can be retaken and liberated from the Sentinels (see Sentinels defeated)
If the pops get liberated before they get fully purged they revive a liberated  **30%** happiness boost for 10 years
**If the pops are left to be fully purged**, the colony gets destroyed and the last pop escapes to a randomly owned planet. Reveals and enables the "Into the Earth" special project above the Sentinel planet. Choice of:
Put their minds to work with some science: Receive the  Ever More Science planet modifier on the capital: **+10%**
Modify the Evermore to entertain the masses: Receive the  Ever More Joy planet modifier on the capital: **−10%**, **+5%**
* **The Sentinels are defeated** (liberation also applies this)
Gain the  Sentinels Metal feature on the colony
Defeating the Sentinels also reveals a tomb entrance and choice between:

	+ **Investigate the entrance** Issues special project "Into the Earth". Once completed, choose between:
		- Purge and repurpose: gain
		 300 Influence
		 Cheap Thrills planet modifier: **−10%**, **+5%**
		- Virtual hunting ground: If  or  gain:
		 300 Influence
		 Cheap Thrills Evil planet modifier: **+10%**, **+10%**, **−10%**, **+5%**
		- Replicate the technology: If  and  gain:
		Issue the "Replicate the Evermore" special project. Gain the  Cheap Thrills empire modifier: **−10%**, **+5%**
		- Lab rats:
		Gain the  The Evermore planet modifier: **+10%**
	+ **Seal the entrance**
	Gain 150  Influence and conclude the event chain

## Other expansion sites

Certain archaeological sites require other DLC to be enabled.  Ancient Relics is required to gain minor artifact rewards.

### The Broken Gates

The Broken Gates archaeological site can be discovered on any planet that's not a gas giant, asteroid or located in a black hole system. It is not available for  Gestalt Consciousness empires.

2. **small** minor artifacts reward (**10, 30, or 50**)
3. **small** minor artifacts reward (**10, 30, or 50**)
4. **small** minor artifacts reward (**10, 30, or 50**) and choice of:
	* **18x** engineering output (**350 ~ 100 000**)
	* The Elder One awakens
		+ Worship it and gain *Eldritch Knowledge* empire modifier
		+ Attack it and gain  **24x** influence output (**150 ~ 300**)
			- Defeating The Elder One starts the Horrific Inverse Mass situation.

### Chthonic Siren

If an empire is part of a  Research Cooperative, then fully excavating any archaeology site has a **10%** chance to start the event chain which reveals this site. Each member of the federation receives the site if a suitable system and planet exists within their borders, otherwise the member is given two special projects to support their federation allies with sites. Federation members can also opt not to participate.

2. Randomly either:
	1. **small** minor artifacts reward (**10, 30, or 50**)
	2. **medium** minor artifacts reward (**60, 80, or 100**)
3. If first reward in previous stage,
	1. **small** minor artifacts reward (**10, 30, or 50**)
	2. Otherwise,  **medium** minor artifacts reward (**60, 80, or 100**)
4. **medium** minor artifacts reward (**60, 80, or 100**)
2. Randomly either:
	1. **12x** physics output (**250 ~ 100 000**)
	2. **18x** engineering output (**350 ~ 100 000**)
3. If first reward in previous stage,
	1. **12x** society output (**250 ~ 100 000**)
	2. Otherwise,  **12x** engineering output (**250 ~ 100 000**)
4. **18x** society output (**350 ~ 100 000**)

If all members who opted to participate complete their site or projects, the federation gains  **+40** cohesion and each member gains  **60** minor artifacts and the *Genius Caeli: A Time of Knowing* empire modifier for 20 years. Otherwise, five years after any member fully excavates their site, if at least one other site is partially excavated or one special project set completed or similar total progress is made, the federation gains  **+25** cohesion and each member gains  **30** minor artifacts and the *Genius Caeli: Balanced Prosperity* empire modifier for 20 years. If no other site is excavated or special project set completed, the federation gains  **−20** cohesion and each member gains  **10** minor artifact.

## Excavation events

At the end of an Excavation phase, if the result is not high enough to grant a Clue or finish the Chapter, then one of the following events may happen:

* Science Ship Scientist dies, **−2** Clues
* Archaeology team members die, **−1** Clues
* A dangerous situation is avoided, **+3** Clues
* Choice to pay 100  Energy to get **+3** Clues or do nothing and get **−2** Clues
* Science Ship Scientist gains the  Maimed trait

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 If not researched or already a research option, else gain  **24x** engineering output (**500 ~ 1 000 000**)
2. ↑ Increased by having more than 500 monthly income of energy or minerals, more than 350 monthly income of unity, more than 200 monthly income of alloys, or more than 750 stored influence. Reduced by having less than 25 monthly income of energy or minerals, less than 20 monthly income of unity, less than 10 monthly income of alloys, or less than 100 stored influence. Each check is independent of the others.
3. ↑ If already researched,  **48x** engineering output (**1000 ~ 1 000 000**) and  **48x** physics output (**1000 ~ 1 000 000**), else adds **65%** progress if already a research option, else adds as a research option with **45%** progress.
4. ↑ 4.0 4.1 4.2 4.3 4.4 4.5 If the technology has already been researched then gain  **96x** research output (*each* **2000 ~ 2 000 000**) in the corresponding tech field  physics,  society or  engineering.
5. ↑ Gain  **28x** Physics output if already researched
6. ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 If this technology has already been researched then gain  **48x** society output (**1000 ~ 1 000 000**), else if this technology is a research option then gain **50%** progress else add this technology as research option with **10%** progress.
7. ↑ If this technology has already been researched then gain  **48x** society output (**1000 ~ 1 000 000**), else gain  **24x** society output (**500 ~ 1 000 000**) and if this technology is a research option gain **+25%** progress, else add this technology as research option with **10%** progress.
8. ↑ If this technology has already been researched then gain  **48x** engineering output (**1000 ~ 1 000 000**), else gain  **24x** engineering output (**500 ~ 1 000 000**) and if this technology is a research option then gain **+25%** progress, else add this technology as research option with **10%** progress.
9. ↑ If this technology has already been researched then gain  **96x** society output (**2000 ~ 2 000 000**), else if this technology is a research option then gain **25%** progress, else add this technology as research option with **10%** progress.
10. ↑ If this technology has already been researched then gain  **96x** engineering output (**2000 ~ 2 000 000**), else gain this technology.
11. ↑ If this technology has already been researched then gain  **96x** society output (**2000 ~ 2 000 000**), else if this technology is a research option then gain **50%** progress, else add this technology as research option with **10%** progress.
12. ↑ If this technology has been or cannot be researched then gain  **48x** society output (**1000 ~ 1 000 000**), else if this technology is a research option then gain **50%** progress, else add this technology as research option.
13. ↑ If this technology has already been researched then gain  **48x** physics output (**1000 ~ 1 000 000**), else gain  **24x** physics output (**500 ~ 1 000 000**) and if this technology is a research option then gain **50%** progress, else add this technology as research option.
14. ↑ 14.0 14.1 If this technology has already been researched then gain  **48x** society output (**1000 ~ 1 000 000**), else if this technology is a research option then gain **25%** progress, else add this technology as research option with **10%** progress.
15. ↑ If this technology is a research option then gain **80%** progress, else add this technology as research option with **50%** progress. No additional bonus for already possessing the tech.
16. ↑ 16.0 16.1 16.2 16.3 16.4 If this technology has already been researched then gain  **48x** engineering output (**1000 ~ 1 000 000**), else if this technology is a research option then gain **50%** progress, else add this technology as research option with **10%** progress.
17. ↑ 17.0 17.1 17.2 17.3 If this technology has already been researched then gain  **48x** physics output (**1000 ~ 1 000 000**), else if this technology is a research option then gain **50%** progress, else add this technology as research option with **10%** progress.
18. ↑ If this technology has already been researched then gain  **100** volatile motes, else if this technology is a research option then gain **50%** progress, else add this technology as research option with **10%** progress.
19. ↑ Also adds a Special Project to repair the corvette damage.
20. ↑ If this technology has already been researched then gain  **24x** engineering output (**500 ~ 1 000 000**), else if this technology is a research option then gain **50%** progress, else add this technology as research option with **10%** progress.
21. ↑ If all colonization technologies have been researched then gain  **24x** society output (**500 ~ 1 000 000**), else if this technology is a research option then gain **50%** progress, else add the next colonization technology as research option with **25%** progress.
22. ↑ 22.0 22.1 22.2 22.3 22.4 22.5 If not researched or already a research option
23. ↑ Not possible if scientist has  Maniacal or  Carefree .
24. ↑ If this technology has already been researched then gain  **48x** physics output (**1000 ~ 1 000 000**), else if this technology is a research option then gain **80%** progress, else add this technology as research option with **+25%** progress.
25. ↑ If this technology can be researched then gain this technology, else gain  **48x** society output (**1000 ~ 1 000 000**).
26. ↑ If this technology has already been researched then gain  **2000** minerals, else if this technology is a research option then **50%** progress, else add this technology as research option with **10%** progress.
27. ↑ If this technology has already been researched then gain  **48x** society output (**1000 ~ 1 000 000**), else if this technology is a research option then gain **25%** progress, else add this technology as research option.
28. ↑ If this technology has been or cannot be researched then gain  **500** alloys, else if this technology is a research option then gain **50%** progress, else add this technology as research option with **25%** progress.

**Game concepts**