Planetary features

Version

This article has been verified for the current PC version (3.10) of the game.

Celestial body

Classification

Colonization

**Planetary features**

Planet modifiers

Planetary features represent notable areas found on natural planets. They determine the number of Districts the planet can support and some features exclusively obtained by events can provide various bonuses to planets. If a planet is terraformed into  Ecumenopolis,  Hive World, or  Machine World it loses all of its planetary features, including event features. Hive Worlds and Machine Worlds do not lose the deposit features that determine the max number of Strategic Resource buildings.

## Features

### Deposit features

These planetary features are generated on each natural planet and determine the number of resource Districts and Strategic Resource buildings the planet can support. If a planet is terraformed these features may be changed to new ones with the same effects that fit the planet class by flavor.

Dry planets are 50% more likely to have planetary features that increase the limit for Generator Districts or Mote Harvesting Traps. Wet planets are 50% more likely to have planetary features that increase the limit for Agriculture Districts or Gas Extraction Wells. Cold planets are 50% more likely to have planetary features that increase the limit for Mining Districts or Crystal Mines. Gaia planets are 50% more likely to have planetary features that increase the limit for Gas Extraction Wells, Mote Harvesting Traps and Crystal Mines.

### Habitat features

These planetary features are added to a Habitat Complex when either the Habitat Central Complex or an orbital are built above a celestial body containing the appropriate resource deposits. The size of their bonuses depends on the number of deposits with an orbital above

### Anomaly features

These planetary features can be added by random anomalies on habitable planets.

### Decision features

These planetary features can be added by certain decisions on owned planets.

### Event features

These planetary features do not naturally generate on planets. They can be created exclusively by certain events and controllable factors.

### Homeworld features

These features can only be found on empire homeworlds:

#### Earth features

Earth has a set of custom planetary features when selected as the empire homeworld, detailing its history before the events of Stellaris.

### Unique features

These features can only be found on certain planets in the galaxy.

## Blockers

Blockers are obstacles that reduce  District Cap and may block some planetary features from being exploited. They can be cleared by spending resources and time and some of them may have rewards when cleared. Clearing can be done while the planet is being colonized or after the colony is completed.

Blockers have a  yellow border if they can be removed and a  red border if they cannot be removed due to missing technology or other requirements.

If a natural planet is terraformed into a planet class other than  Ecumenopolis, all of its blockers are cleared and rewards are given. If it was terraformed into  Hive World or  Machine World, the planetary feature it unblocks will be lost.

Even if the planet doesn't need more districts or the bonuses provided by whatever feature is being blocked, it can be worth clearing a blocker just to increase the district cap, except in machine empires. The reason is that pop growth is dependent in part on planet capacity, which is influenced by district cap.

### Natural blockers

These blockers can be found on habitable planets. Most of them require a certain  New Worlds technology to be cleared.  Ranger jobs will produce additional resources for each natural blocker.

### Relic World blockers

There are a number of blockers that can be exclusively found on  Relic Worlds. They are expensive but rewarding to remove.

### Shattered Ring World blockers

 Shattered Ring Worlds that are not a homeworld (the ones created by the Guaranteed Habitable Worlds setting) will have a number of additional blockers that impair the functionality of the segment.

### Detox blockers

 Toxic Worlds that have been terraformed will have one of each of the following blockers. They give more penalties to the colony than regular blockers and take a year to remove.

### Homeworld blockers

Each empire homeworld start with at least three blockers that don't require technology to be removed. They reward either a  pop or a planetary feature when cleared. The blocker types can vary based on government and origin.

### Event blockers

These blockers can be created by certain events. They blockers do not block any planetary feature or require any technology to be cleared but still decrease the district cap.

### Other blockers

These blockers do not block any planetary feature or require any technology to be cleared but still decrease the District Cap and may have other negative effects.