Events

*Not to be confused with Situations.*

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.

Event chains

**Events**

Empire event chains

Habitable Worlds Survey

Comet Sighted

Fleet Maneuvers

Horizon Signal

Mass Extinction Through the Ages

Radical Cult

Sublight Exploration Probes

Wanderlust: Rogue Scientist

The Hunt for the Hyacinth

 Fountain of Youth

 Genetic Crossroads

 On the Shoulders of Giants

 Homesick

 The Cost of Freedom

 The Fear of the Dark

 The Guest

Anomaly event chains

Drifting Battlefield

Gas Giant Signal

Impossible Organism

Limbo

Orbital Speed Demon

Shrines to the Old Gods

The Ransomeers

 42 Years and 3 Days

 Lost Amoeba

Colony event chains

A New Species

Abandoned Terraforming Equipment

Ancient Drones

Dancing Plague

Feral Overload

Hidden Vault

Impossible Corrie

Metallic Puddles

Mharin Kharin

Migrating Forests

Mushroom Picking

Myrmeku Activity

Nemma World

Rise of the Manifesti

Subterranean Civilization

The Doorway

Underground Vault

Unexpected Mineral Seams

Primitive civilization event chains

Anti-Alien Task Force

Missing Scientist

Rogue Agent

Shuttle Crash

 Propulsion Proponent Proclamation

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

*Events* occur throughout the course of play. There are a whole range of **events** in the game, which can result in positive, negative and mixed outcomes for a player’s empire. They take the form of a pop-up notification on the player’s screen, which may present a player with a choice, or may simply inform the player of the consequences and require they acknowledge the event has occurred.

## Event pages

The following is a list of all events files as found in the Stellaris/events/ folder.

1. Anomaly events 1
2. Anomaly events 2
3. Anomaly events 3
4. Anomaly events 4
5. Arcsite events
6. Arcsite random events
7. Colony events 1
8. Colony events 2
9. Colony events 3
10. Communications spread
11. Country events 1
12. Country events 2
13. Crime events
14. Crisis events 1
15. Crisis events 2
16. Crisis events 3
17. Diplomatic events 1
18. Diplomatic events 2
19. Envoy events
20. Faction events
21. Fallen Empire awakening events
22. Fallen Empire events
23. Fallen Empire tasks events
24. First contact events
25. First contact NPC country types events
26. First contact random events
27. Galactic Community events
28. Galactic features events
29. Horizonsignal events
30. Leader events 1
31. Nomad events
32. Observation events
33. On action events 1
34. On action events 2
35. Origin events 1
36. Origin events 2
37. Origin events 3
38. Pirate events
39. Pop events
40. Precursor events 1 (id 1-1499)
41. Precursor events 2 (id 1500-2300)
42. Pre-FTL awareness events
43. Precursor events
44. Progress events
45. Refugee events
46. Situation events
47. Situation deficit events
48. Story events
49. Terraforming events
50. Unique system events
51. Unrest events
52. Uplifting events

### Special projects

Special projects are quest-like events. They are usually spawned by anomalies, but can also be triggered by certain events. Most projects requires sending a science ship with a skilled scientist in order to begin analysis.

The following is a list of all special projects files as found in the Stellaris/common/special\_projects/ folder.

* Special projects 1
* Special projects 2
* Special projects 3
* Ancient Relics projects
* Ancient Relics Miranda projects
* Apocalypse projects
* Distant Stars projects
* Federations projects
* First Contact (DLC) projects
* Guardian projects
* Horizon Signal projects
* Leviathans projects
* Megacorp projects
* Nemesis projects
* Overlord projects
* Utopia projects

## Technical event pages

The following is a list of all events files found in the Stellaris/events/ folder that are not meant to be seen by the player in-game and define some game functionality.

* Achievement events (triggers for some of the achievements, triggering them with the console will not grant the actievement)
* Advisor events (tutorials)
* An4 events (handles the movement of space creatures)
* Anomaly events AI (gives the AI resources instead of event chains when investigating anomalies)
* Crisis trigger events (defines the crisis triggers)
* Federations vote events (reduces cohesions when federation votes fail)
* Observer events (sends a notification to multiplayer observers whenever something major happens)
* Pretender events (creates a new ruler for imperial authorities if the current one dies without an heir)
* Test events (file used by developers for testing)
* Utopia on action events (functionality for certain Utopia mechanics)
* Megacorp events (handles the Consecrate World decision and removes decision modifiers if a planet is conquered)
* Ancient relics site spawn event (determines the chance for an archaeology site to be discovered on survey and ensures anomalies can't appear on the same celestial body)
* Necroids events 1 (functionality for Necrophage mechanics)
* Nemesis Crisis Menace Objective events (grants Menace)
* Ancient relics archaeotech events (functionality of the Zroni Storm Caster building)
* Ancient relics site spawn events (handles the spawning of archaeological sites)
* Game start has a large number of effects that trigger before the first loading screen ends:
	+ Adds the Commonwealth of Man preset empire if United Nations of Earth is present
	+ Starts the countdown for the Nomad fleet to appear
	+ Spawns the empires starting fleets, stations and resources
	+ Gives benefits to advanced empires
	+ Gives Fallen Empire species their unique traits
	+ Adds civic-granted technologies
	+ Creates wormholes
	+ Creates nebulae
	+ Creates the Shroud
	+ Creates the Corrupted Avatar system
	+ Determines what kind of awakening will the Ancient Caretakers have if the Contingency activates
	+ Makes Marauders neutral towards Enclaves
	+ Makes space creatures neutral towards Fallen Empires
	+ Sets up certain origins
* Failures (mechanic removed from game)
* Diplomatic events 1 (mechanic removed from game)