Unique systems

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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.

Exploration

Exploration

FTL

**Unique systems**

 L-Cluster

Unique systems can only spawn once per galaxy and are entirely predefined, as opposed to being randomly created. Each unique system has an unique event, anomaly or archaeology site related to it. They will never appear in hyperlane choke points and a few of them require distance from all empires to spawn and they might not appear if the galaxy is started with a max number of fallen empires and AI empires, especially if advanced starts are used.

## Guaranteed systems

The following systems will always appear in every game:

Hauer
This class G system contains an unique object, the Tannhäuser Gate, guarded by 3 Ancient Mining Drones. If the  Ancient Relics DLC is installed then the planet Spjuuht contains the **Never Forget** archaeological site.
Hillos
This system contains an alien science ship marked as hostile. One of the planets is a Tundra World that when surveyed will reveal a level III anomaly. Investigating it will issue a special project that takes 360 days to research. Completing the special project a moderate amount of  Physics research.
Klendath
This system contains two barren worlds and a moon and is defended by an Ancient Mining Drone. In addition the planet Klendath I will reveal the **Crashed Starship** archaeological site.
Orvall
Unlike every other system Orvall not named after the central star. The system has a golden nebula visual effect regardless of whether it is spawned inside one or not and is guarded by a small Tiyanki fleet. If the  Ancient Relics DLC is installed then the broken world Moor-Hsrettu contains the **Desiccated** archaeological site.
Xraneax
This class G system contains a Tomb World guarded by a missiles-equipped destroyer and two asteroids with a deposit of 5  Minerals each. Defeating it grants a choice of gaining a small amount of  Engineering research or renaming the planet *Lone Defender* and gaining a moderate amount of  Unity (large amount if the empire is  Memorialist).
Ubogleelt
This system is guarded by a ship of 2K fleet power and contains a broken world that has 3 notable moons: a size 5-7 Gaia world and two Barren worlds with the  Terraforming Candidate planet modifier. The Gaia world also has a *Locust Swarm* planet modifier giving it the following effects:
* **−10%** Happiness
* **−25%** Immigration Pull
* **−15%** Orbital Bombardment Damage
* **+15%** Defense Army Health

Shielded Relic
Randomly named system contains a size 26 Shielded World guarded by a fleet of 5k fleet power with ships identical to the ones guarding Zanaam. Surveying either the Shielded World or its moon will reveal the **Moon Base** archaeological site.
Omni
Randomly named system contains a Relic World that when surveyed will reveal the **Ruined World** archaeological site.
### Wenkwort

Wenkwort contains a Gaia world called Wenkwort Artem with the unique  Wenkwort Gardens planet modifier well as a level IV anomaly. When the anomaly is investigated it grants a very large amount of  society research and issues a special project on a Barren world called Rellrait and creates 3 neutral Ancient Mining Drones that patrol the system. The special project adds a deposit of 3  Society Research to Rellrait and gives it the  Terraforming Candidate planet modifier as well as a unique planet modifier granting it **+3%**  Happiness and **−15%**  Upkeep from Jobs.

Wenkwort Artem has a unique planet modifier called Wenkwort Gardens. When the planet is first colonized the player will be contacted by a custodian robot and informed that industrialization of the planet is to be kept at a minimum. If the request is accepted Wenkwort Artem will gain a second planet modifier giving it the following effects:

* **+40%**  Bureaucrat output
* **+20%**  Researcher output
* **−30%**  Artisan output
* **−70%**  Miner and Strategic Resource Gatherer output
* **−70%**  Gas refiner output

Refusing will have a fleet of around 7K fleet power arrive in 20 days and give one last chance to accept the modifier before attacking.

### Helito

Helito is a binary system that contains a unique level VII anomaly on one of its stars. Investigating it will grant a large amount of  Physics research and the option to reveal a new adjacent system called Dacha.

Dacha contains 6 Gaia worlds and entering it will grant a moderate amount of  Physics research. Each planet is colonized by a unique  Early Space Age pre-FTL civilization called Habinte Unified Worlds. If an Observation Post is constructed an event will immediately fire giving full awareness and establishing contact with Habinte Unified Worlds. 5 years after establishing first contact they will ask the empire to leave the system. If the offer is accepted the empire capital system will gain a size 25 Gaia world but all Observation Posts in Dacha will be dismantled and new ones cannot be constructed.

If the offer is refused or any Habinte Unified Worlds planet is invaded or targeted with a colossus all invading armies are destroyed, all ships in the system will go MIA and the hyperlane leading to the system will be removed. If the system is entered again via alternative means hyperlane connections will be created with the nearby system and the pre-FTL civilization will immediately become an unique empire with all technologies of the empire that invaded, a fleet that uses 70%  Naval Capacity and a decaying **−1000**  Opinion towards the empire that invaded.

## Alpha Centauri

Alpha Centauri always spawn as a neighbor of Sol along Barnard's Star, Procyon and Sirius if Sol is chosen as a starting system. Alpha Centauri III will always match the climate preference of the primary species from Earth if guaranteed habitable worlds were enabled. Proxima Centauri b will be a frozen world with the  Tidal Locked planet modifier and a level I anomaly. Investigating the anomaly will grant a small amount of  Unity and give Proxima Centauri b the  Terraforming Candidate planet modifier.

## Randomly spawned systems

The following systems have their spawn chanced determined by the galaxy size. The percentages for each unique system to spawn are the following:

### Sol

If none of the starting empires have Sol as their home system there's a 50% chance that it will spawn in the galaxy. Earth can be found in one of four states. Unlike other pre-FTL civilizations humans use regular flags and have additional armies.

* Spiritualist
* Xenophobe
* Feudal Levies (primitive army)
* Feudal Levies (primitive army)
* Materialist
* German Wehrmacht (industrial army)
* Imperial Japanese Forces (industrial army)
* Soviet Red Army (industrial army)
* US Armed Forces (industrial army)
  Early Space Age
* Xenophile
* EU Combined Forces (postatomic army)
* Russian Armed Forces (postatomic army)
* US Armed Forces East (postatomic army)
* US Armed Forces West (postatomic army)
* ISS II (space station)
 Nuclear Wasteland
* When investigated the anomaly will reveal a species of pre-sapient cockroaches with the  Tomb World climate preference and the  Adaptive trait
* If the Underground Vault event chain starts on Earth the created species will be human
* If the  Ancient Relics DLC is installed terraforming Earth has a 50% chance to reveal the Weapons Cache archaeological site

### Trappist

Trappist is a real life system that contains 3 habitable planets - one from each climate category - making it well above average, compared to the default game setting for habitable worlds. The features and possible modifiers of all planets are randomized.

### Odryskia

A randomly named system will contain an asteroid called The Cabin. Surveying it will reveal the **Debris Belt** archaeological site.

 Rewards

### Polaris

Polaris contains a size 23 Ocean World with the unique  Ancient Sunken City planetary feature and the **One Last Hope** archaeological site. It is defended by a 3k molluscoid fleet named *Polarian Automated Fleet*. The fleet guarding it consists of 7 cruisers named after ice formations. The fleet is hostile, however it is not set to aggressive stance, simply blocking any approach to the system's star. After they are defeated the system can be claimed as usual. The cruisers use the following loadout:

* 1 Plasma T2
* 3 Disruptor T3
* 4 Shields T4
* Advanced Combat Computer (Line)
* Plasma Thrusters
* Subspace Sensors
* Antimatter Reactor

### Parvus

Parvus contains a size 22 Desert World with a level VI anomaly. Investigating it will give the planet a nanite swarm modifier that ensures **0%**  Habitability and  Happiness if the planet is colonized as well as issue a special project. The special project requires 300 days to be completed and brings 3 options:

* Studying the swarm grants the  Administrative AI technology. If already researched it will grant a moderate amount of  Physics Research instead.
* Destroying the swarm requires a fleet of 2K fleet power to be brought in orbit of the planet, removes the modifier and gives the planet the  Nanite Swarm Remains planetary feature.
* Taming the swarm requires the  Self-Evolving Logic technology and starts another special project that requires 300 days. Finishing it clears all blockers from the planet, terraforms it into one that matches the primary species' climate preference and replaces the modifier with  Tamed Nanite Swarm. If you are Void Dwellers it will terraform to a Gaia world.

### Zanaam

Zanaam contains Zanaam, a size 25 Gaia World with the unique  Valley of Zanaam planetary feature and defended by an 19k fleet named *Guardians of Zanaam*. The fleet guarding it consists of 24 destroyers, named from Alpha to Omega, which look like Ancient Mining Drones but use far more advanced components. Upon entering the system, the player is given a message stating they will be destroyed. The fleet is hostile, however it is not set to aggressive stance, simply blocking any approach to the system's star. After they are defeated the system can be claimed as usual. The destroyers use the following components:

* 2 Plasma T3
* 1 Shields T5
* Impulse Thrusters
* Tachyon Sensors
* Zero Point Reactor

### Sanctuary

Sanctuary containts an abandoned ring world of previous Enigmatic Observers. Originally created to act as a nature preserve and house primitive life, the system was abandoned but left guarded by multiple defense platforms of approximately 42k fleet power. Upon discovering the system an empire is contacted by the automated defense facility, which explains the history and purpose of the facility and fires upon any ship that approaches it. However, the Sanctuary system is usually quite large (especially compared to other Ring World systems), and the ranges of the platforms is limited. With a little bit of micro management, ships can easily be navigated through the system without entering combat.

The Sanctuary defenses contain the following stations:

* 10 Gauss Cannon
* 4 Point-Defense T3
* 10 Laser T5
* 4 Plasma Cannon T3
* 4 Point-Defense T3
* 5 Laser T5
 Utility
* 10 Shield T5
* 4 Shield Capacitor
* 10 Shield T5
* 4 Shield Capacitor
* 3 Shield T5
 Core
* Tachyon Sensors
* Tachyon Sensors
* Tachyon Sensors

Despite having no engine modules, stations are, in fact, mobile, and therefore cannot be engaged with artillery ships from a safe distance, one by one. Defeating them may prove a challenge but destroyed platforms are not rebuilt, allowing the system to slowly be overtaken.

The ring world is almost completely intact and each habitable segment houses a randomized pre-FTL species, none of them advanced beyond the Steam Age. Any empire that manages to defeat the platforms can lay claim to the extremely valuable system and decide the fate of the inhabiting species. It should be noted that since the species have evolved and reached sapience on the ring world they have the  Ring World climate preference which hampers their ability to colonize without compensatory methods.

### Larionessi Refuge

Larionessi Refuge has deposits that total 5  Physics, 11  Minerals and 4  Alloys. It also contains a planet that will be a Relic world if  Ancient Relics is installed and a Tropical world if the DLC is not installed. The planet has the **The Signal** archaeology site.

 Rewards

### Zevox

Zevos has deposits that total 10  Energy, 3  Minerals, 4  Alloys and 2  Rare Crystals. The barren moon called Zero-Two contains the **The Crashed Ship** archaeology site.

 Rewards

### Ancient Manufactory

A random system in the galaxy will contain an asteroid field where one of the large asteroids is orbited by an Ancient Manufactory identical to the Mining Drone stations. Surveying the asteroid will reveal a level III anomaly. Investigating it will bring the option to either:

* Leave the manufactory alone.  Xenophobe and  Fanatic Xenophobe empires will gain 100  Influence from this option.
* Start a Special Project to restore the manufactory with a fleet. Not available to  Fanatic Xenophobe empires. Possible outcomes are granting the  Rare Crystals Manufacturing technology, launching the manufactory into the star and awakening 3 hostile Ancient Mining Drones or Crystalline Entities. If the system has been claimed another possible outcome is turning the manufactory into a mining station and adding a deposit of **10**  Minerals to the star.

### Ultima Vigilis

Ultima Vigilis is a system with an appearance similar to the Contingency core system. The system does not have any hyperlane connection so it can only be entered via jump drives. It contains one deposit of each advanced resource and a unique AI world, called Observation Terminal, with the **Ancient Robot World** archaeology site. The system is guarded by 3 Fallen Empire fleets, each made up of 1 titan, 5 battlecruisers and 20 escorts.

 Rewards
* Change world to  Machine world and gain  80 machine pops – only if  Machine Intelligence
* Create a fully upgraded Sentry Array
* Gain  80 robotic pops across random owned colonies – only if  *Robotic Workers* policy is *Allowed*
* Add a  25 alloys deposit on the world – only if  Spiritualist
* Create a  Machine Intelligence subject in system, and change world to  Machine world with  80 machine pops – only if   Spiritualist

After successfully investigating the archaeology site 5 options are displayed. Unless option 2 is chosen, there is a 50% chance that the Unbidden can spawn prior to the endgame start date; if so, every 5 years there is an 80% chance for the crisis to trigger, with that chance increasing significantly after the endgame start date. As such, it is helpful to delay excavating the archaeology site until such a time that the player can defeat the crisis.

### Shallash

A system that can only spawn bordering the Xenophobic Isolationists may contain Shallash, a Tomb World orbited by 6 moons equidistantly that contains the **Ruined Star System** archaeology site that can be excavated. The system also contains multiple  Minerals deposits. It is patrolled by a Xenophobic Isolationists battlecruiser.

 Rewards

### Federation's End

A black hole system. If  Utopia is installed it contains a habitat complex inhabited by a pre-FTL civilization in the Atomic Age.

### Star Mall

A random class G system in the galaxy will contain an avian Habitat and multiple asteroids holding billboards. The habitat has the unique  Promenade planetary feature and  Star Mall modifier. All district slots as well as the Promenade are initially blocked by blockers that require  Energy and  Minerals to remove.

### Ruined ringworld

A random system in the galaxy will contain a ruined ringworld. As with all ruined megastructures the ringworld can be repaired if the empire has the  Mega-Engineering technology.

If the  Distant Stars DLC is also installed the star has a 50% chance to contain a unique level VI anomaly. Investigating it will add a deposit of **+3**  Physics to the star. If the empire is  Fanatic Purifiers or  Determined Exterminator it will gain 125-250  Influence and 100-500  Unity. Otherwise investigating the anomaly will bring the option to either:

* Issue a special project to thaw the clones. The project takes 30 days to complete and will create on a random world two Pops of a species  with the  Proles,  Strong,  Nerve Stapled and  Tomb World climate preference traits. If the empire has the  Devouring Swarm civic it will instead gain 350-2000  Food and 100-500  Unity.
* Leave the clones in stasis and a deposit of **+4**  Society Research to the star. If a ringworld segment is repaired and colonized the empire will get the option to either instantly thaw the clones and create on the colonized segment two Pops of a species  with the  Proles,  Strong,  Nerve Stapled and  Tomb World climate preference traits or leave the clones in stasis and add the  Cryonic Clones Monument planetary feature to the colonized segment.

### C.A.R.E.

A random binary system in the galaxy might contain a Relic World. Surveying it will reveal the **Planetary Machinery** archaeological site that can be excavated.

Finishing the excavation will open a dialogue window with C.A.R.E. Interactive Interface. Agreeing to help it will issue the *Develop A Cure For The Ferrophage* Special Project. Finishing it takes 10 years and grants the  Defragmentor Relic while the Relic World gains a permanent **+10%**  Energy from Jobs modifier. Refusing will grant 100  Influence instead.

### Distant Stars systems

#### Junk Ratlings

A random pulsar system in the galaxy might contain a Tomb World planet called Ruinous Core orbited by a Tomb World moon called Lost Encampment, as well as various debris throughout the system. A similar nearby system will contain three Tomb Worlds: Silent Colony, Decayed Hub and Crumbling Borough. A second nearby system will contain a Tomb World called Fallen Outpost. Unlike other Distant Stars systems, these systems will give a notification when one is entered for the first time. Surveying Ruinous Core will reveal a level II anomaly. Investigating it will grant a significant amount of  Society research.

25 to 35 years after the first system has been entered a species called Ketling will emerge in any of the three systems that haven't been claimed by an empire. A special project will be added to investigate any Tomb World in one of those systems and doing so will grant a large amount of  Society research.

Planets with Ketlings cannot be colonized but can be invaded. If invaded they will suffer a Culture Shock identical to invading a pre-FTL civilization.

Another 25 to 35 years after the Ketling have emerged they will become the Ketling Star Pack. All their planets will be filled with buildings and they will get 10 armies and a fleet of 8 cruisers, 8 destroyers and 10 corvettes. If any of their systems have been invaded or claimed with a starbase they will have a temporary **−20**  Opinion towards the Starbase's owner empire.

The exact delay of both the species emergence and the empire creation are set at the moment the preceding event occurs, so reloading a save prior to their appearance will not change the delay unless the save is far enough back.

#### Sea of Consciousness

A random binary star system might contain a size 24 Ocean World with a unique appearance that does not contain landmasses among other uninhabitable planets. The planet has no blockers and has a  Betharian Fields planetary feature. It also has the unique  Sea of Consciousness planet modifier, which is removed if the planet is terraformed into anything except a Continental or Gaia World.

Surveying the planet will reveal a level V anomaly. Investigating it will not grant anything to a  Gestalt Consciousness empire but will grant other empires a moderate amount of  Society research and issue a special project that requires a starbase if there isn't one already. Within half a year after the special project is completed a scientist leader will request to leave for the planet and bring three options:

* Allow the scientist leader to leave. One year later the empire will gain a random  Psionics technology. If all technologies are researched it will instead grant a large amount of  Physics and  Society research.
* Disallow the scientist leader to leave. 3 months later the scientist will die. 10 years later the empire will gain a random  Psionics technology. If all technologies are researched it will instead grant a large amount of  Physics and  Society research.
* Remove the scientist Leader, ending the event chain.

If the scientist is dead, you will get a random psionic technology in 10 years instead of 6 months.
#### Twin Tomb World Civilizations

This star system contains two Tomb Worlds, both with humanoid  Bronze Age civilizations with the  Post-Apocalyptic origin. Surveying the second Tomb World will reveal a level III anomaly. Investigating it will grant a moderate amount of  Society research. The species are always the following:

 * Survivor
* Charismatic
* Quarrelsome
* Intelligent
* Talented
* Solitary
* Charismatic
* Quarrelsome
* Resilient
* Strong

This system will not spawn if primitives have been disabled.

#### Gish

A class B star system that can only appear if the game difficulty is not set to Civilian or the game was started with at least one AI empire contains a Shielded World typically called Gish showing a desert planet underneath, although the name may vary. Surveying will reveal a level IV anomaly. Investigating it will bring the option to either:

* Repair the shield with a science ship to add a 8  Physics and 4  Society deposit to the world for a few decades.
* Interrupt the time loop with a science ship, gaining a small amount of  Physics research. There is a 50% chance of the world turning into a tomb world and a 50% chance of creating the Prikkiki-Ti empire.
* Leave the planet alone and gain 150 of  Physics and  Society research. Around a decade later, if the system is not owned by another empire, the Prikkiki-Ti empire will emerge.

#### Paridayda

This system can only be found through the *Ancient Hulk* anomaly by choosing the option to search for the planet will start a special project. Finishing it will create a neighbor system and point to a Barren World inside. Choosing to investigate further when entering the system will start a special project to investigate the planet with a science ship. Finishing the special project takes 60 days and will reveal the planet as a size 25 Gaia World with the  Stone Age Mardak Vol civilization and the unique  Paridayda planet modifier.

A few days after the system has been claimed a species called the Vol will arrive with a fleet to purge the Mardak Vol. Accepting will destroy the civilization and add a removable blocker to the planet. Refusing will have the fleet attack the system. If their fleet is not defeated they will bombard the planet with the Armageddon stance. Once all Mardak Vol pops are killed by bombardment all tiles on the planet will get 4 removable blockers.

Accepting is the recommended course of action as not only does it avoid the fight but the Mardak Vol would take a long time to enlighten or remove Stellar Culture Shock and have the  Gaia World climate preference. In addition if the planet is colonized the colonists will gain **+10%**  Happiness for 10 years.

#### Other systems

Abandoned Observation Post
This class F star system contains an Abandoned Observation Post orbiting a habitable world. Surveying the planet will reveal a level IV anomaly. Investigating it will bring the option to either:
* Investigate the observation post with a science ship to gain a moderate amount of  Society research.
* Leave the observation post alone for 50  Influence.

Abandoned Star Platform
This system contains an Abandoned Star Platform orbiting a pulsar star. Surveying the star will reveal a level IV anomaly. Investigating it will bring the option to start a 60 days special project to either:
* Repair the platform with a construction ship to add a 6  Energy deposit to the pulsar.
* Salvage the platform with a science ship to gain 20% to the next level of  lasers technology.

Caretaker Escape Pod
This binary star system has as its last planet a Gas Giant with escape pods in orbit. Surveying the planet will reveal a level III anomaly. Investigating it will bring the option to either ignore the pod for a small amount of  Influence or hail it and get the following options:
* Valid if AI is not outlawed: Accept Caretaker AX7-b, gaining a renowned paragon. If the empire is individualist Caretaker AX7-b will have the Caretaker destiny trait. If the empire is  Gestalt Consciousness the Growth Node will gain the Caretaker Teachings destiny trait.
* Valid if AI is not outlawed: Examine Caretaker AX7-b for a moderate amount of  Engineering research.
* Valid if AI is outlawed: Destroy the pod for a small amount of  Influence.
* Valid if  Machine Intelligence: Recycle Caretaker AX7-b for a small amount of  Minerals and  Engineering research.

Gaia Civilization
This class M star system contains a Gaia moon orbited by a derelict station. Surveying the moon will reveal a  Stone Age civilization with the  Extremely Adaptive,  Slow Breeders,  Sedentary and  Gaia World climate preference traits, as well as a level VI anomaly. Investigating it will grant a significant amount of  Physics and  Society research. This system will not spawn if primitives have been disabled.
Rudimentary Robots
This star system contains a single habitable world with the  Metal Boneyards planetary feature among other uninhabitable planets. Surveying the planet will reveal a level I anomaly. Investigating it will add 3 or 4 robot Pops on the planet. After the planet is colonized you will be given the option to either:
* Dismantle the robot Pops and gain 100  Minerals.
* Keep using the robots. 90 days later a special project to investigate the robots with a science ship is given. Finishing the special project takes 30 days and gives a large amount of  Society research.

Regardless of the chosen option, around 5 years after the planet has been colonized a number of colonists will gain the Erratic Behavior modifier, giving **−25%** to  Happiness,  Governing Ethics Attraction and Resource Production, and a special project to investigate it will be added, costing 60  Society research. Finishing the research project grants a random  Biology technology. If the special project is not completed in 4 months three enraged colonists armies will form and attempt to occupy the planet.
Superflares
This class G star system contains a number of uninhabitable planets and a gas giant with multiple moons, one of them being a Tomb World with the unique  Irradiated Valley planetary feature. Another one of the planets is a frozen world with a level I anomaly. Investigating it will add a 4  Society deposit to the world. The star also has a 3  Physics deposit instead of a regular Energy one. A year after the planet is colonized a special project will be added to shield the colony with a science ship. The project takes 30 days to complete and gives the planet a **+10%**  Unity from Jobs modifier. The scientist will also gain the  Expertise: Field Manipulation trait. If the project is not started in 150 days one pop will die and the planet will get **−10%**  Habitability and **−15%**  Energy from Jobs for 20 years.
The Veil
This binary star system contains a planet that will appear either as a Gaia World or a Shrouded World. Surveying it will reveal the Phase-Shifted planet modifier (**−50%**  Planet Build Speed) and the only level X anomaly besides certain precursor anomalies in the game. Investigating it will describe how every 3 months the planet shifts between a Gaia World and a Shrouded World and grant a moderate amount of  Physics. Once the system has been claimed you will be given the option to either:
* Leave the planet for a moderate amount of  Influence.
* Start a special project to use a science ship to freeze the phase-shift. The project takes 180 days and finishing it permanently sets the planet to a Gaia World. It will also grant a moderate amount of  Physics research.

### Scion of Vagros

Scion of Vagros are a group of 5 unique systems. They can be exploited by any empire in any order but only the first empire that enters the Dugar system will gain the full benefits.

The Dugar system when first entered will bring the option to start a special project on the planet Dugar IV. The special project requires 360 days and completing it will start a second special project on the empire capital. The second special project requires 180 days and completing it will grant the  Relic Fragment relic and optionally the Keides, Scion of Vagros legendary paragon in 20 years.

The Ivusheh system contains a Desert World with the unique  Ship Junkyard modifier and 1  Fallen Shipyard and 6  Crashed Ships planetary features.

The Taprib system contains a Tropical World with the unique  Hostile Planet modifier and 1  Aggressive Wildlife and 3  Aggressive Flora planetary features.

The Vapob system contains an Alpine World with the unique  Molten Mineral Rivers modifier and 3  Volcanic Activity planetary features.

The final system, Sursect, will only appear after an empire completes the event chain and is mainly accessible through a wormhole. It contains a Relic world with the unique  Pulsar Flares modifier, 1  Scarred Land and 2  Ancient Facilities planetary features and the Vagrosian Ruins excavation site which can only be excavated by the Keides, Scion of Vagros legendary paragon. The system is protected by a fleet of 72 ships identical to the Guardians of Zanaam. The fleet can be defeated either directly, by completing a special project that requires 6000  Engineering Research or by surrendering the  The Key relic. The system has the **Vagrosian Ruins** archaeological site.

### Privateers

*This system will not appear if the  Apocalypse DLC is enabled, Privateers being replaced by the Marauders.*

A random system in the galaxy will be home to the Privateers, a group of 3 pirate fleets which must be defeated:

* Young Blood contains 12 corvettes and uses tier I components
* Scarred Veterans contains 4 corvettes, 16 destroyers and 20 cruisers, and uses tier II components
* Old Guard contains a battleship and uses tier III components

All fleets are balanced but have a slight bias towards armor components, making fleets with a slight bias towards energy weapons the counter. However the system's only resources are two asteroids with slightly higher  Minerals deposits.

## Ithome cluster

The Ithome cluster has a 25% chance to spawn each game unless the game difficulty is set to Civilian or the game was started without AI empires. It does not have a hyperlane connection to the rest of the galaxy but it is connected to it via a wormhole. The cluster is controlled by a  Fanatic Purifiers empire that will not discover the  Wormhole Stabilization technology before the mid-game year.

The system connecting the Ithome cluster to the rest of the galaxy, called Ithome's Gate, contains a deposit of 2  Dark Matter and 3 habitats. All habitats have size 3, an advanced resource planetary feature and a modifier giving it max  Habitability and  Building Slots. The system at the heart of the cluster, called Aspharelle, contains 3 Gaia Worlds. A nearby system called Taremes contains a very large amount of  Energy,  Minerals,  Rare Crystals and  Volatile Motes deposits.

Beyond the cluster there is a disconnected system called Ophala which can only be entered via jump drives. The system contains a size 25 Gaia World with a  Stone Age pre-FTL civilization of the same species as the cluster's empire and the **Advanced Observation Post** archaeological site.