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Curated by hands before going into json conversion by models. Taken from Stellaris 3.4 wiki. Very strict activation. Not bothering to update it... There's new crisis? ugh...
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189 entries
- #1Space Explorationselective
Keys: Space Exploration, Explore space
{"exploration priority":"One of the first priorities of any spacefaring empire","initial_knowledge":{"description":"Empires start with no knowledge beyond their home system","expansion_requirement":"Science ships led by Scientist leaders must survey systems"},"early_strategy":{"importance":"Key for rapid early growth","caution":"Potential risks from events and anomalies (boons or banes)"},"discovery_tradition":{"focus":"Exploration and research"},"system_states":{"unexplored":{"default":"All systems except home system start unexplored and unsurveyed","visibility_rules":["Explored via sensor range (fleet/starbase/colony)","Visited by science ship","Owned by empire with ≥ low intel"]},"movement_restrictions":{"unexplored_systems":"Require leader-assigned fleet/science ship for entry","leader_requirement":"Leader can be removed once hyperdrive charging begins"},"surveying":{"purpose":"Required to build starbases and claim systems","requirement":"Must be conducted by science ship with Scientist leader","auto_surveyed":"Systems gained through war, trade, or integration"}}}
- #2Science Ships, Science Shipselective
Keys: Science Ships, Science Ship
Science Ship - Overview
- Role: The primary vessel for exploration, surveying, and investigation. Construction:
- Built at starbase shipyards for 100 Alloys.
- Most empires start with one already built.
- Design: Unarmed, but automatically equipped and upgraded with the latest empire technology in sensors, engines, reactors, armor, and shields (no manual refitting required).
Core Requirement: Scientist Leader
- A Scientist leader must be assigned to a Science Ship for it to perform any task (surveying, exploring hyperlanes, researching special projects).
- The ship can enter unexplored systems only if a leader is assigned, though the leader can be removed once the hyperdrive begins charging.
Stances
- Evasive (Default): The ship will flee any system containing hostile ships or spaceborne life forms (unless cloaked and undetected).
- Passive: The ship will continue its current orders even in systems with hostile entities.
Available Actions All actions require an assigned Scientist.
- Survey: Reveals detailed information about a celestial body (deposits, habitability) and has a chance to find anomalies or archaeological sites. Can survey a single object or an entire system.
- Research Anomaly: Investigates a discovered anomaly. Research time depends on the scientist's skill vs. the anomaly's level.
- Experimental Subspace Navigation: (Requires Speculative Hyperlane Breaching tech and Passive stance) Allows direct travel to any explored destination as MIA, bypassing the hyperlane network.
- Assist Cloaking Detection: (Requires Advanced Detection Algorithms tech) Grants +1-5 Detection Strength to a selected starbase, based on the scientist's skill. Ship must be uncloaked.
- Active Reconnaissance: (Requires cloaking) While cloaked, grants Intel bonuses (+20-100 Intel Cap, +10-50% Intel Gain) on a targeted world.
- Automation: A menu option to automate the ship's tasks (e.g., automatic surveying).
Special Features
- Cloaking: Science ships are automatically equipped with the latest cloaking components if the technology is researched. This allows them to operate inside borders of empires that refuse access.
- Automation: Can be set to automatically perform tasks like surveying without direct orders.
- #3Surveying Missionselective
Keys: surveying mission · Secondary: Science Ship, Science Ships
Definition & Purpose
-
Surveying is the process of revealing detailed information about Celestial objects (planets, stars, asteroids, etc.).
-
It is a primary function of Science Ships and is essential for expansion, as a system must be surveyed before a starbase can be built to claim it.
-
The main goal is to reveal:
-
Exploitable resource deposits (Energy, Minerals, Strategic Resources, Research).
-
Habitability for colonization.
-
Anomalies (special discoveries that lead to research projects).
-
Archaeological sites.
-
Terraforming candidates.
-
Primitive civilizations or pre-sapient species.
Process & Mechanics
- Requirement: A Science Ship with an assigned Scientist leader.
- Base Time: 20 days per celestial object.
- How to Order:
- Select a science ship, right-click a celestial object, and choose "Survey."
- Select "Survey System" to order the ship to survey all objects in the system.
- (Galaxy Map) Hold Shift and right-click systems to queue multiple survey missions.
- Automation: Science ships can be set to explore and survey automatically via the "Science Ship Automation" menu.
- Anomaly Chance: The first survey of a celestial object by anyone has a 5% base chance to reveal an anomaly. This chance increases by 0.5% for every previously surveyed body that did not have an anomaly. Once an anomaly is revealed by any empire, no other empire can find one there.
- Archaeological Site Chance: Each survey has a 1.25% chance to reveal an archaeological site. This chance is not blocked by a previous survey; multiple empires can find a site on the same object.
Additional Details & Restrictions
- Path Required: Science ships can only survey systems they have a hyperlane path to.
- Owned Systems: Celestial objects within systems owned by a regular empire cannot be surveyed by other empires that have communications with them.
- Exceptions: Systems owned by Fallen Empires and Marauders (with the Apocalypse DLC) may be surveyed if accessible.
- Acquired Systems: Systems gained from other empires (via war, trade, or integration) are automatically surveyed.
- Unowned Systems: If a system becomes unowned (e.g., after a crisis), it must be surveyed if it wasn't previously.
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- #4Situation logselective
Keys: Situation log
The Situation Log is tool that helps rulers keep track of various discoveries and ongoing tasks encountered during exploration. Its primary function is to organize and monitor special projects, anomalies, and certain event chains.
Key Functions & Mechanics
- Tracking: It logs and allows the ruler to track individual special projects, anomalies, and event chains on the galaxy map.
- Visual Notification: The log icon will glow orange when there is a new update or entry.
- Project Requirements: Most projects listed in the log are centered on a celestial object and require the presence of a Scientist assigned to a Science Ship to be researched.
- Some projects may require other vessels, such as a military warship, troop transport, or construction ship. Project Duration:
- Timed Projects: Some special projects are timed and will disappear if not researched within a certain period.
- Permanent Projects: Others will remain available in the log until they are resolved.
In summary, the Situation Log acts as a central quest tracker and reminder system for the dynamic events and research opportunities discovered while exploring the galaxy.
- #5First contactselective
Keys: First contact · Secondary: alien empire
First Contact Information
Basic Process:
- Alien ships or starbases encountered for the first time trigger a multi-stage first contact.
- Accessed via the galaxy map or situation log.
- An envoy must be assigned to make progress. Every 80 days, the envoy has a chance for a "breakthrough" to advance to the next stage. Chance increased by successful past contacts, codebreaking, and events.
- If no breakthrough, chance to gain 1-2 "insights" to increase future breakthrough chance for that stage.
- Completing first contact grants a small amount of influence.
Stages:
- Stage 1: Compiles known information about the aliens based on ship or starbase contact.
- Stage 2: Reveals the founder species and first contact protocol of the target empire. First contact completes here if species/authority are the same (e.g., same species, or both are Gestalt Consciousness).
- Stage 3: (If applicable) Completes first contact.
First Contact Protocols & Rewards: Upon completion, the empire that finishes first gets an influence reward scaled by their protocol and contact type:
- Proactive: 15x influence output (Peaceful) / 9x influence output (Other contact).
- Cautious: 10x influence output (Peaceful) / 6x influence output (Other contact).
- Aggressive: 10x influence output (Peaceful) / 6x influence output (Other contact).
First Contact Skill:
- Completing a first contact increases an empire's "first contact skill."
- Regular empires: +2 skill. Other empire types: +1 skill.
- Skill grants bonuses: +2 skill bonus at 3 skill, increasing by +1 for every 3 skill thereafter (capped at +5 bonus, requiring 12 skill).
Establishing Communications:
- Completing first contact enables diplomacy and triggers a dialogue.
- Proactive Option: Temporary +50 opinion with other empire. (Not available for empires with Inward Perfection, Genocidal civics, or under certain origin conditions like Broken Shackles vs. Minamar).
- Cautious Option: Gives other empire −33% Spy Network Growth against you for 15 years.
- Aggressive Option: Gives you +33% Spy Network Growth on them for 15 years and a temporary −50 opinion.
Authority Bonuses: The first time contact is made with an empire of a different authority, a bonus is granted:
- Individualist contacting Xenophobe Hive Mind: 10% Worker output for 15 years (Egalitarian) OR 24x society output.
- Individualist contacting Spiritualist Fanatic Purifiers: 24x engineering output.
- Hive Mind contacting Individualist: 24x society output.
- Machine Intelligence contacting Individualist: 18x unity output.
- Machine Intelligence contacting Hive Mind: 24x society output.
Aggressive First Contact Options:
- Available after Stage 1 if First Contact Protocol policy is set to Aggressive.
- Using an option causes a temporary −250 Opinion and a permanent −25 Opinion, and fleets inside the unknown empire's borders go MIA.
- Options are canceled in Stage 2 if the unknown empire has the same founder species.
- Options:
- Attempt to capture a science/construction ship within sensor range.
- If capture fails (or if not attempted), attempt to abduct specimens from a starbase within sensor range.
- Stage 2 Success Chance: 60% base, increasing with number of first contacts completed.
- If Successful (Post-Capture/Abduction Options):
- Interrogate Captives: Rewards 5-15 Intel and unlocks a random technology the unknown empire has researched.
- Vivisect Captives: Rewards 15 Intel, permanent −500 Opinion. Unlocks a Biology (organic) or Computing (robot) tech from the unknown empire. For Evolutionary Predators origin, grants progress and DNA. (With Nemesis, also grants Internal Organs asset).
- Kill Captives (Fanatic Purifiers/Determined Exterminators): Grants scaled Unity.
- Eat Captives (Hive Genocidal): Grants 50 Influence and 100-1000 Food/Minerals/Alloys based on species. Evolutionary Predators gain progress and DNA.
First Contact War:
- If protocol is Aggressive, fleets can be ordered to attack an unidentified empire.
- Unlike regular war, disabled starbases are not occupied. Armies can invade worlds. Losing all worlds destroys the empire.
- Hostilities cease once communications are established; no formal war is declared.
- Opinion Penalties:
- Any hostile action: Permanent −25 opinion ("First Contact Hostilities").
- Destroying 10+ ships or capturing any worlds: Permanent −75 opinion ("First Contact War").
- #6Galaxy Map (case-sensitive)selective
Keys: Galaxy Map
{"GalaxyMap":{"structure":{"determinedBy":"galaxy shape","description":"All systems are connected by hyperlanes in clusters linked via choke points."},"chokePoints":{"properties":["Cannot be a home system","Cannot contain obstacles that hinder empire expansion"],"determination":"Indirectly set by hyperlane density during galaxy generation"},"edgeSystems":{"description":"Located at the galaxy's outermost edge, isolated with a single hyperlane connection.","hyperlaneConnections":1}}}
- #7Nebulaedisabledselective
Keys: Nebulae
{"Nebulae":{"overview":{"visibility":"Visible on galaxy map and within contained systems from game start","habitablePlanets":"Reduced number","strategicResources":{"effect":"+50% chance to find Strategic Resources","starbaseInteraction":"Enables construction of Nebula Refinery building"}},"sensorEffects":{"blocking":"All external sensor coverage blocked","exceptions":["Empire has ship/starbase within the nebula","Empire owns a Sentry Array"]},"nebulaEffects":{"ionizedSystems":{"description":"Occasional lightning strikes; systems may become ionized","effects":["Shields disabled","−50% sublight speed","+30% evasion"],"dlc":"First Contact"},"cloakingStrength":{"effect":"+3 Cloaking Strength for ships with cloaking devices","dlc":"Astral Planes"},"astralScars":{"effect":"Tripled chance to contain Astral Scars","dlc":"Astral Planes"}}}}
- #8Cosmic Stormsselective
Keys: Cosmic Storm, Cosmic Storms
{"CosmicStorms":{"overview":{"types":8,"settings":{"adjustableParameters":["Spawn timing and frequency","Maximum concurrent storms","Time between storms"]},"creationMechanics":["Galactic Weather Control Ascension perk via science ships","Situation or event from the Storm Chasers origin"]},"visibility":{"displayedOn":["Galaxy map","System map"],"sensorEffects":{"blocking":"All external sensor coverage blocked","exceptions":["Empire has ship/starbase within the storm","Empire owns a Sentry Array"]}},"movementAndScaling":{"movement":"Affects all systems along path","maxAffectedSystems":12,"spawnRules":"Do not spawn near other storms unless no other systems are available","scaling":"Size scales with galaxy size"},"trackingTechnologies":{"weatherForecastMapMode":"Highlights systems affected by cosmic storms","technologies":[{"name":"Cosmic Weather Models","effect":"Forecasts storms up to 1 year in advance"},{"name":"Probability Current","effect":"Increases forecast accuracy and shows predicted storm path"}]},"events":{"stormEntry":{"chance":"10%","outcomes":["Small Physics research gain","Special project reward (varies by storm type)","Unlocks Storm Dampening Generators technology (once only if not already unlocked)"]}},"mainEffects":{"universalEffects":["+0.2 Monthly Devastation","+60% Emergency FTL Damage Risk"],"mitigation":{"planets":"Storm Relief Center building reduces negative effects and provides basic resources from jobs","ships":"Reduced via researched technologies"},"jobEffects":"+%30 Astrometeorologist job output"},"postStormEffects":{"planetModifiers":{"duration":"3 years","possibleOutcomes":["Planetary features (6.6% chance)","Modified planetary blockers","Anomalies/archaeological sites"]},"technologyUnlock":"Planetary Storm Negation (permanent research option if storm ends within empire borders)"}}}
- #9Electric Stormselective
Keys: Electric Storm
{"Electric Storm":{"description":"A type of cosmic storm affecting systems with electrical phenomena, influencing both planetary operations and ship functionalities.","effects":{"planet_effects":{"resources_from_jobs":"+25%","sublight_speed":"+100%"},"ship_effects":{"monthly_shield_damage":"+20","shield_regeneration":"Disabled"},"general_effects":{"monthly_devastation":"+0.2 (all storms)","emergency_ftl_damage_risk":"+60% (all storms)"}},"planet_aftermath":{"duration":"3 years","energy_from_jobs":"+10%/20%/30%","planetary_build_speed":"−25%/45%/65%"},"possible_planetary_features":["Electrified Oceans","Lightning Struck Ruins","Planetary Scar","Silent Armada"],"special_project_rewards":{"energy":"350–10000"},"additional_info":{"storm_relief_center":"Reduces negative planetary effects during storms.","technologies":"Storm Dampening Generators (unlocked via special project)","post_storm_effects":"May leave planetary modifiers, features, or anomalies after dissipation."}}}
- #10Gravity Stormselective
Keys: Gravity Storm
{"Gravity Storm":{"description":"A cosmic storm characterized by intense gravitational disturbances, affecting planetary operations and ship performance.","effects":{"planet_effects":{"enforcer_output":"+50%","entertainer_output":"+50%","administrator_output":"+50%","ship_weapon_damage_penalty":"−2.5% per ship size"},"ship_effects":{"unity_from_jobs":"+20%/40%/60%","building_and_district_cost":"+25%/40%/100%"},"general_effects":{"monthly_devastation":"+0.2 (all storms)","emergency_ftl_damage_risk":"+60% (all storms)"}},"planet_aftermath":{"duration":"3 years","energy_usage":"1 energy (if Gestalt)","consumer_goods_usage":"1 (if Individualist)"},"possible_planetary_features":["Avian Reserve","Compacted Plains","Gravitational Caves","Mountain in the Sky","Pulverized Monuments"],"special_project_reward":{"energy":"350–10,000"},"additional_info":{"storm_impact":"Reduces ship weapon damage and increases administrative costs.","technology":"Requires storm-relief infrastructure to mitigate effects.","post_storm_effects":"May leave gravitational anomalies or resource-rich geological formations."}}}
- #11Magnetic Stormselective
Keys: Magnetic Storm
{"Magnetic Storm":{"description":"A cosmic storm disrupting mining, construction, and ship operations through intense electromagnetic interference.","effects":{"planet_effects":{"metallurgist_upkeep":"−200%","station_upkeep":"+100%","planetary_build_speed":"−50%","ship_build_speed":"−50%"},"ship_effects":{"ship_upkeep":"+100%"},"general_effects":{"monthly_devastation":"+0.2 (common to all storms)","emergency_ftl_damage_risk":"+60% (common to all storms)"}},"planet_aftermath":{"duration":"3 years","metallurgist_upkeep":"−10%/20%/30%","planetary_build_speed":"−5%/10%/20%"},"possible_planetary_features":["Magnetized Ore","Skybound Plateaus","Storm-Forged Foundry"],"special_project_rewards":{"alloys":"250–5000"},"additional_info":{"storm_relief_center":"Reduces negative planetary effects during storms.","technologies":"Storm Dampening Generators (unlocked via special project) and Planetary Storm Negation (post-storm research option)","post_storm_effects":"May leave new planetary features or blockers, and unlock resource deposits."}}}
- #12Particle Stormselective
Keys: Particle Storm
{"Particle Storm":{"description":"A cosmic storm emitting high-energy particles that damage ships and disrupt planetary industries, while enabling resource extraction under hazardous conditions.","effects":{"planet_effects":{"unity_per_damaged_ship":"+2 Unity per ship at ≤20% hull","ship_upkeep":"+20%","monthly_ship_damage":"+20 (ships >20% hull)","disabled_regeneration":"Shield, Hull, and Armor regeneration disabled"},"ship_effects":{"volatile_motes_per_pop":"+0.02/0.04/0.06","mechanical_pop_assembly_speed":"−40%/50%/60%","minerals_from_jobs":"−10%/20%/30%"},"general_effects":{"monthly_devastation":"+0.2 (common to all storms)","emergency_ftl_damage_risk":"+60% (common to all storms)"}},"planet_aftermath":{"duration":"3 years","description":"Planetary modifiers may include residual particle effects impacting resource extraction or infrastructure."},"possible_planetary_features":["Storm-Ruined Suburbs","The Big One","Unstable Planes"],"special_project_rewards":{"energy":"350–10,000"},"additional_info":{"storm_relief_center":"Mitigates industrial slowdowns and pop penalties during the storm.","technologies":"Storm Dampening Generators (unlocked via special project)","post_storm_effects":"May reveal new planetary features, anomalies, or unlock the Planetary Storm Negation technology."}}}
- #13Radiant Stormselective
Keys: Radiant Storm
{"Radiant Storm":{"description":"A cosmic storm characterized by intense electromagnetic radiation, disrupting planetary operations and ship systems while enabling resource extraction under hazardous conditions.","effects":{"planet_effects":{"resource_from_jobs":"+25%","sublight_speed":"+100%"},"ship_effects":{"monthly_shield_damage":"+20","shield_regeneration":"Disabled"},"general_effects":{"monthly_devastation":"+0.2 (common to all storms)","emergency_ftl_damage_risk":"+60% (common to all storms)"}},"planet_aftermath":{"duration":"3 years","energy_from_jobs":"+10%/20%/30%","planetary_build_speed":"−25%/45%/65%"},"possible_planetary_features":["Electrified Ocean","Lightning Struck Ruin","Planetary Scar","Silent Armody"],"special_project_rewards":{"energy":"350–10,000"},"additional_info":{"storm_relief_center":"Reduces negative planetary effects during the storm.","technology":"Storm Dampening Generators (unlocked via special project)","post_storm_effects":"May leave planetary features, anomalies, or unlock the Planetary Storm Negation technology."}}}
- #14Stardust Stormselective
Keys: Stardust Storm
{"Stardust Storm":{"description":"A cosmic storm characterized by dense concentrations of stardust particles, enhancing resource extraction capabilities while disrupting administrative and social infrastructure.","effects":{"planet_effects":{"resource_gathering_boost":"+100% (strategic resources, farming, mining, energy)","administrative_penalty":"+50% (enforcer, entertainer, administrator job upkeep)"},"ship_effects":{"sublight_speed_penalty":"-50%","stealth_enhancement":"+10 cloaking strength","resource_extraction_boost":"+0.02–0.06 rare crystals per population"},"general_effects":{"monthly_devastation":"+0.2 (common to all storms)","ftl_damage_risk":"+60% (common to all storms)"}},"possible_planetary_features":["Stardust Dunes","Crystalline Quill Formations","Historic Sedimentation Layers"],"special_project_rewards":{"resources":{"minerals":"350–10,000","rare_crystals":"0.02–0.06 per population"}},"additional_effects":{"social_impact":"Increased crime rates (+10–30%)","technological_requirements":"Requires advanced storm-prediction systems","post_storm_legacy":"May leave permanent crystalline geological formations or rare mineral deposits"}}}
- #15Shroud Stormselective
Keys: Shroud Storm
{"Shroud Storm":{"description":"A cosmic storm linked to the Shroud, causing gravitational and psychic disturbances that alter planetary and ship operations. It is 10 times less likely to occur unless an empire has breached the Shroud.","effects":{"planet_effects":{"telepath_output":"+50%","stability":"−20%","terraforming":"Uninhabited planets are transformed into Broken, Shattered, Shrouded, or Nanite Worlds with resource deposits","star_class_change":"Stars change their classification during the storm"},"ship_effects":{"evasion":"+10% (if Shroud not breached) / +20% (if Shroud breached)","ship_damage":"+30% (if Shroud breached)"}},"possible_planetary_features":["Broken World (1–5 Alloy deposit)","Shattered World (1–5 Mineral deposit)","Shrouded World (1–5 Zro deposit)","Nanite World (1 Nanite deposit)"],"special_project_rewards":{"zro":"250–5000 (if Shroud Storm deposits are harvested)"},"note":"Shroud Storm is 10 times less likely to spawn than other storms unless an empire has breached the Shroud. Nexus Storm (a more severe variant) is excluded from this entry."}}
- #16Nexus Stormselective
Keys: Nexus Storm
{"Nexus Storm":{"description":"A catastrophic cosmic storm of unprecedented magnitude, occurring after the mid-game year and inflicting severe systemic damage across affected systems.","effects":{"planetary_devastation":"+1 Monthly Devastation","ship_damage":"+60 Monthly Damage (to ships above 20% hull)","systemic_disruptions":{"hull_regeneration":"Disabled","armor_regeneration":"Disabled","shield_regeneration":"Disabled","ftl_damage_risk":"+100% Emergency FTL Damage Risk"}},"spawning_conditions":{"likelihood":"20 times rarer than other storms","minimum_era":"Post mid-game year"},"aftermath":{"planetary_effects":"Receives maximum-severity aftermath effects from other cosmic storm types","technological_opportunity":"Unlocks Planetary Storm Negation research option for affected empires"},"special_note":"Distinct from Shroud Storm; not triggered by Shroud interactions."}}
- #17FTL travelselective
Keys: FTL travel, Faster-than-light, Faster than light
{"FTL_Travel":{"Overview":{"description":"Faster-than-light (FTL) travel enables ships to traverse interstellar space. Advanced drives allow instantaneous jumps between systems.","initiation":"A fleet initiates FTL when any ship reaches a hyperlane jump point or bypass."},"Hyperlanes":{"description":"Predefined pathways connecting star systems. Density settings (0.5x–Full) determine chokepoints and connectivity.","discovery":{"sensor_range":"Twice regular sensor range","visuals":{"unexplored":"Pale gray","explored":"Light blue/red (closed borders)"}},"travel_mechanics":{"entry_points":"Located at system edges outside gravity wells","charging_time":"15 days (reducible with advanced drives)","ambush_risk":"Ships face target star upon exit"},"hyperspace_distortions":{"detection":"Reveals incoming fleet size","layering":"Intensified effect for multiple fleets"}},"FTL_Inhibitors":{"function":"Prevent hostile fleets from leaving via alternate routes","sources":["Upgraded starbases","Fortress buildings (disabled at 50% devastation)"]},"Hyper_Relays":{"construction":{"cost":"Influence, alloys, rare crystals","time":"1 year"},"function":"Enable adjacent-system jumps bypassing sublight travel","network_effects":"Edicts and subject specialization benefits require capital connectivity"},"Direct_FTL_Methods":{"Experimental_Subspace_Navigation":"Requires scientist and special tech (MIA during transit)","Tactical_Jumps":{"requirements":"Jump/Psi/Subspace Drives","penalties":"-50% speed/damage for 200 days"},"Quantum_Catapult":{"range":"Longest direct travel","risks":"33% fire rate boost but possible misjumps"},"Astral_Jump":"Instant travel to owned systems (900-day cooldown)"},"Restricted_Areas":["L-Cluster","Galactic core","Corrupted Avatar system (until wormhole accessed)"],"MIA_Mechanics":{"causes":["Closed borders","Defeated fleets","Reinforcement delays"],"return":"Time proportional to hyperlane distance"},"Bypasses":{"Wormholes":{"natural_pairs":"Require stabilization tech","special":"One always links to Sealed System (Gaia world guardian)"},"Shroud_Tunnels":{"construction":"Requires Shroud Beacon","network":"Connects via Shroud-Touched Coven nexus","transit_effects":["74% no effect","10% leader XP/appearance change","1% guardian attack"]},"Gateways":{"activation":"Repair abandoned gateways (2 years)","construction":"Multi-stage process with influence/alloy costs","function":"Instant travel across network"},"L-Gates":{"network":"All connect to Terminal Egress in L-Cluster","activation":"Special project required"}},"Dimensional_Lock":{"methods":["Astral action (10-year lock)","Daedalus Seal relic (5-year multi-lock)"],"exceptions":"L-Gates/Shroud Tunnel nexus cannot be locked"}}}
- #18Hyperlaneselective
Keys: Hyperlane, Hyperlanes
{"Hyperlane travel":{"description":"All ships, unless manually designed otherwise, have an FTL drive, which allows them to travel along hyperlanes.","hyperlane_mechanics":{"entry_points":{"description":"Hyperlanes have entry points within star systems at either end, indicated by arrows on the system map.","location":"Entry points are located outside the system's main gravity well but short of the full sublight extent of the system."},"in_system_movement":{"sublight_speed":"Ships move at sublight speed until reaching a hyperlane entry point.","hyper_drive_charge":{"time":"15 days by default (reduced with advanced FTL drives).","behavior":"Ships stop and face the hyperlane during charging; exit facing allows ambushes near the system's edge."}},"hyperlane_travel":{"navigation_restriction":"No access to normal navigation during travel.","fleet_interaction":{"bypassing":"Fleets moving in opposite directions bypass each other.","no_reversal":"Cannot reverse or change course mid-transit; must exit and reenter.","hostile_encounters":"Hostile fleets may exit at opposite ends without interaction."}},"hyperspace_distortions":{"detection":"Creates distortions at destination to predict incoming fleets.","fleet_size_indicator":"Mousing over distortions reveals total ships.","layering_effect":"Multiple fleets intensify distortions, potentially obscuring ship count."},"tactical_jump_drives":"Function identically to maximum-tier hyperlane technology."},"notes":{"eager_explorers":"Empires with the Eager Explorers civic start with Subspace Drives instead of Hyperspace Travel, using tactical jumps until researching hyperlane technology."}},"FTL Inhibitors":{"description":"FTL Inhibitors block hostile fleet movement in systems with upgraded starbases or Fortress buildings.","mechanics":{"activation":"Unlocked with FTL Inhibition technology.","restrictions":{"exit_conditions":"Hostile fleets can only leave via the hyperlane they entered from.","bypass_jump_restriction":"Fleets entering via non-hyperlane methods (jumping/catapulting/bypass) cannot use any hyperlane to exit."},"capture_mechanisms":{"starbases":"Disabling/capturing the starbase transfers control of its FTL Inhibitors.","fortresses":{"occupation":"Requires occupying the colony or causing 50% devastation to disable.","strategic_chokepoints":"Systems with multiple Fortress buildings and Planetary Shields can effectively block hostile fleets."}}}}}
- #19FTL Inhibitorsselective
Keys: FTL Inhibitors, FTL Inhibitor
{"FTL Inhibitors":{"description":"FTL Inhibitors block hostile fleet movement in systems with upgraded starbases or Fortress buildings.","mechanics":{"activation":"Unlocked with FTL Inhibition technology.","restrictions":{"exit_conditions":"Hostile fleets can only leave via the same hyperlane they entered from.","bypass_jump_restriction":"Fleets entering via jumping, catapulting, or bypass cannot leave via any hyperlane."},"capture_mechanisms":{"starbases":"Disabling/capturing the starbase transfers control of its FTL Inhibitors.","fortresses":{"methods":["Occupying the colony","Causing at least 0% devastation to disable (possible typo; likely intended to be 50%)"],"strategic_chokepoints":"Systems with multiple colonies, Fortresses, and Planetary Shield Generators can block hostile fleets effectively."}}}}}
- #20Hyper Relaysselective
Keys: Hyper Relays, Hyper Relay
{"Hyper Relays":{"name":"Hyper Relays","technology_required":"Hyper Relays technology","purpose":"Allow ships to jump to adjacent systems' Hyper Relays, bypassing sublight travel through intermediate systems.","construction":{"time":"1 year","cost":{"influence":75,"alloys":1000,"rare_crystals":100}},"appearance":{"active_links":"Thicker hyperlanes on the galaxy map","inactive_links":{"color":"Yellow","reasons":["Closed borders","War","Ruined Relay"]}},"dismantling":{"cost":{"energy":500},"time":"1 year","scavenger_civic_bonus":{"alloys_gained":50,"rare_crystals_gained":10}},"special_effects":{"edicts":"Require the empire's capital to be part of the network","subject_specializations":"Require a connection between overlord's and subject's capitals (subjects do not benefit from overlord's network effects)"},"placement_notes":{"default":"Semi-random placement via galaxy view","recommended_manual_placement":"Near wormholes or gateways to optimize travel (Relays do not connect through these structures)"},"limitations":"Cannot connect through wormholes or gateways"}}
- #21Direct FTL Travelselective
Keys: Direct FTL
{"Direct FTL Travel":{"description":"Alternative methods to bypass hyperlanes for faster travel or to navigate impassable systems","methods":{"Experimental_Subspace_Navigation":{"requirements":["Speculative Hyperlane Breaching technology","Scientist assigned to science ship"],"process":"Ship goes MIA during transit before arriving at destination"},"Tactical_Jumps":{"drive_requirements":["Jump Drive","Psi Jump Drive","Subspace Drive"],"penalties":["-50% Sublight Speed","-50% Weapons Damage (200 days post-jump)"],"range":"Dashed circle indicator on galaxy map"},"Quantum_Catapult":{"requirements":"Megastructure technology","effects":["+33% Fire Rate for 4 months","Chance to arrive in nearby system instead of target"],"restriction":"Fleets arriving in closed-border systems go MIA"},"Astral_Jump":{"requirements":["Folding Hyperspace astral action","500 Astral Threads"],"function":"Instant travel to any owned system","cooldown":"900 days"}},"restricted_areas":{"locations":["L-Cluster","Galactic core","Corrupted Avatar system"],"exception":"Direct FTL can be used to exit restricted areas"}}}
- #22Experimental Subspace Navigationselective
Keys: Experimental Subspace Navigation
Experimental Subspace Navigation requires the Speculative Hyperlane Breaching technology and a Scientist assigned to a science ship. The ship goes MIA and eventually arrives at its destination.
- #23Tactical Jumpsselective
Keys: Tactical Jumps, Tactical Jump
Tactical Jumps require all ships to be equipped with a Jump Drive, Psi Jump Drive or Subspace Drive and allows the fleet to travel to any system within the range indicated by a yellow dashed circle. After jumping, the fleet spends 200 days recharging, during which time it suffers a −50% penalty to Sublight Speed and Weapons Damage.
- #24Catapultingselective
Keys: Catapulting, Catapult · Secondary: space ship, space ships, space vessel, space vessels
Quantum Catapult technology and megastructure. It has the greatest distance of all direct travel methods and gives the fleet +33% Fire Rate for 4 months. However, there is a chance the fleet arrives in a nearby system rather than the targeted destination, indicated by a circle around the target. If a fleet arrives in a system with closed borders, it immediately goes MIA.
- #25Astral Jumpselective
Keys: Astral Jump
Astral Jump requires the Folding Hyperspace astral action and 500 Astral Threads and allows the fleet to instantly travel to any owned system. It has a cooldown of 900 days.
- #26Roiling subspace tidesselective
Keys: Roiling subspace tides
The L-Cluster, galactic core as well as the system housing the Corrupted Avatar guardian cannot be entered via these methods and attempting to do so shows a notification about roiling subspace tides allowing only conventional travel. Direct FTL travel can be used to leave these systems however. Furthermore, the roiling subspace tide around the Corrupted Avatar system recedes once the system has been entered at least once via its wormhole.
- #27MIAselective
Keys: MIA, missing-in-action · Secondary: ship, ships, vessel, vessels
MIA, or missing-in-action, refers to any ship or fleet that has been temporarily removed from the galaxy. MIA fleets return to an owned starbase after some time, depending on the hyperlane distance from the system they left and the system they return to. This time can be reduced by various modifiers. Fleets that are "stuck" can be ordered to go MIA. Additionally, fleets that are defeated in battle and fleets in systems with closed borders (due to decloaking, access change, or first contact made) go MIA. Certain events can also make fleets go MIA. Fleet reinforcements may go MIA in order to reach their fleet, depending on how far the fleet is from the shipyard.
- #28Bypassesselective
Keys: Bypasses, Bypass, Bypassing · Secondary: FTL travel, Faster-than-light, Faster than light
{"Bypasses":{"description":"Alternative instantaneous travel pathways that circumvent conventional hyperlane routes, requiring advanced research for utilization.","types":{"primary_categories":["Natural or artificial constructs enabling near-instantaneous transit","Two foundational classifications (details classified under subsequent sections)"]},"operational_parameters":{"configuration":"Quantity and distribution adjustable via pre-deployment parameters","route_optimization":"Ships and cargo automatically prioritize bypass routes when shorter than conventional paths","visualization":{"active_paths":"Depicted as blue trajectories in navigational charts","inactive_nodes":"Marked with red indicators due to structural instability or access restrictions","active_nodes":"White indicators denote operational status"}},"navigation_protocols":{"sector_policy":"Administrative boundaries do not extend across bypass connections","security_restrictions":"Access governed by diplomatic agreements and structural integrity checks"},"activation_requirements":{"prerequisites":"Specialized research programs for stabilization and energy modulation","safety_measures":"Mandatory subspace resonance calibration prior to transit"},"infrastructure_impact":{"trade_network_integration":"Seamless incorporation into interstellar logistics frameworks","strategic_considerations":"Alters traditional chokepoint dynamics in conflict scenarios"}}}
- #29Wormholesselective
Keys: Wormholes, Wormhole
{"Wormholes":{"description":"Naturally occurring spacetime anomalies enabling near-instantaneous transit between distant star systems, independent of conventional spatial proximity.","natural_formation":{"structure":"Paired apertures connecting two systems across vast interstellar distances","detection":{"visual_identification":"Marked by red-black spectral signatures in system view","exploration_requirements":["Manned scientific vessel for initial survey","Advanced stabilization protocols for activation"]}},"stabilization":{"process":"Requires subspace harmonic calibration to enable safe transit","access_control":"Activation grants exclusive use to discovering faction; others must independently stabilize pairs"},"special_cases":{"sealed_system":{"description":"Isolated trinary star cluster containing habitable Gaia-class planet","security_mechanism":"Guarded by quantum-entangled psionic entity","access":"Always contains one paired aperture regardless of galactic configuration"}},"artificial_variants":{"shroud_tunnels":{"construction":{"requirements":["Shroud Beacon infrastructure","Exotic crystal matrices","Specialized faction alignment"],"limitations":"Single-instance construction per faction"},"network_architecture":"Hub-and-spoke model connecting to central nexus system","transit_effects":{"probability_matrix":["74% nominal transit","10% crew temporal displacement","10% quantum imprint transfer","5% fleet enhancement","1% guardian entity incursion"],"security_protocols":"Immediate deactivation upon infrastructure dismantling"}}},"generation_events":{"alien_machine_anomaly":{"trigger":"Asteroidal artifact interaction","outcomes":["Creation of short-range (2-8 system) aperture","Formation of long-range (15-50 system) counterpart"]},"planetary_collapse":{"trigger":"Catastrophic destruction of terrestrial body","outcome":"50% probability of spontaneous aperture formation"}},"operational_parameters":{"activation_requirements":["Subspace frequency alignment","Reciprocal system clearance"],"transit_protocols":{"navigation":"Automated course correction during traversal","safety_measures":"Real-time gravitational shear monitoring"}}}}
- #30dimensional lockselective
Keys: dimensional lock
{"dimensional lock":{"description":"Owned bypasses can be locked so that empires at war with, with closed borders, or without completed First Contact cannot use the said bypass. Only bypasses that lead to a single destination can be locked, so the L-Gate in Terminal Egress and the Shroud Tunnel in the Shroud-Touched Coven system cannot be locked.","locking_methods":[{"method":"Dimensional Lock astral action","details":"Allows locking one owned bypass for 10 years. The process requires a science ship and takes 6 months to complete."},{"method":"Daedalus Seal relic","details":"Can lock all owned bypasses for 5 years. Additionally, it increases the length of the Dimensional Lock astral action by +25%, extending it to 12.5 years."}],"exceptions":["L-Gate in Terminal Egress","Shroud Tunnel in the Shroud-Touched Coven system"],"daedalus_seal_effect":"Enhances the Dimensional Lock astral action duration and provides a separate bypass-locking capability."}}
- #31gatewaysselective
Keys: gateways, gateways · Secondary: space ship, space ships, vessel, vessels
{"gateways":{"description":"Gateways are massive structures that enable instantaneous travel across the galaxy. They are part of a galaxy-spanning network, with abandoned gateways discovered during exploration. Gateways can be repaired or newly constructed to facilitate rapid interstellar travel.","discovery_and_activation":{"abandoned_gateways":"Found during exploration; their number can be scaled or disabled in galaxy settings. At least one gateway exists if any empire has the Galactic Doorstep or Imperial Fiefdom origin.","activation_technology":"Requires Gateway Activation technology to repair abandoned gateways. Repairing takes 2 years and costs 6000 Energy and 2500 Alloys. Activating a gateway for the first time in the galaxy also activates another random gateway."},"construction":{"technology":"Gateway Construction technology (unlocked after Gateway Activation) allows building new gateways.","process":{"site_construction":"Requires a construction ship to build a gateway site outside a system's gravity well. Takes 3 years and costs 75 Influence and 2500 Alloys.","upgrade_to_functional":"Takes 5 additional years and costs 6000 Energy and 2500 Alloys (no construction ship required)."}},"functionality":{"travel":"Allows instant travel to any other gateway if borders are open and the destination is not controlled by an enemy. Functions like a hyperlane connection for claims and trade, but sectors do not extend through gateways.","dismantling":"Costs 2500 Energy and takes 1 year."},"repair_and_discovery":{"skrand_sharpbeak":{"discovery_chance":"20% chance to discover the legendary paragon Skrand Sharpbeak when repairing a gateway. Increases to 50% on first repairs or if the planet Skravird has been discovered.","galactic_doorstep_origin_effect":"33% chance for the first gateway repair, 67% for subsequent repairs or if Skravird is discovered."}}}}
- #32L-Gatesselective
Keys: L-Gates, L-Gate
L-gates are a special type of gateway, with a separate network from regular gateways. Instead of jumping from any to any, L-Gates all jump to the Terminal Egress system in the L-Cluster, then from there to any other L-Gate, so long as that system's borders are open or the fleet's owner is at war with the system's owner. L-Gates are opened through a special project, and new L-Gates cannot be constructed.
- #33Celestial objectselective
Keys: Celestial object, Celestial objects, celestial body
Celestial objects are large bodies within systems, including stars, planets, moons, and asteroids. Celestial objects may have resources which can be harvested by orbital stations. Each start system can have between 2 and 15 celestial objects. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed along with their world type. To see further details about the celestial objects in a system, it is necessary to survey them with a science ship. This will reveal all of the orbital resources associated with each planet or asteroid. For habitable worlds, this will also reveal more detailed world information including: size, available districts, planetary features and blockers (if any), and the habitability for each species in the empire. Additionally, surveying worlds has a chance to reveal anomalies.
- #34Planet sizeselective
Keys: Planet size, size of the planet
{"planet size":{"description":"Determines the visual size of a planet and the maximum number of districts it can support if habitable. Habitable planets and moons adhere to specific size ranges.","size_ranges":{"planets":{"min":12,"max":25,"notes":"Applies to all habitable planets."},"moons":{"min":10,"max":15,"notes":"Applies to habitable moons."},"homeworlds":{"default_min":18,"default_max":21,"notes":"Default range for homeworlds, subject to variation based on societal or evolutionary factors."}}}}
- #35Habitable planetsselective
Keys: Habitable planets, Habitable planet
{"habitable planets":{"description":"Naturally occurring celestial bodies capable of supporting organic life. These are the only planets that can be colonized or terraformed without specialized modifiers.","key_properties":{"colonization":"Exclusive to habitable planets without external intervention","terraforming":"Possible without the 'Terraforming Candidate' modifier","climate_categories":["Wet","Dry","Cold"],"habitability_rules":{"homeworld":100,"same_type":80,"same_climate":60,"other_climate":20,"modifiers":"Affected by species traits, planetary features, and environmental factors"}},"regular_types":[{"type":"Desert","climate":"Dry","favored_resources":"Generator features","description":"Rocky world with rare precipitation, nitrogen-oxygen atmosphere, and temperature extremes."},{"type":"Ocean","climate":"Wet","favored_resources":"Agriculture features","description":"90% ocean-covered world with scattered islands and stable hydrosphere."},{"type":"Arctic","climate":"Cold","favored_resources":"Mining features","description":"Frigid world with glacial ice deposits and seasonal equatorial vegetation."}],"special_types":[{"type":"Gaia","habitability":"Ideal (100% for all species)","sources":["Life-Seeded origin","World Shaper technology"],"effects":["+10% Happiness","+10% Job productivity","Enhanced resettlement attraction"],"notes":"Often contain positive modifiers; four named Gaia Worlds are protected by Holy Guardians."},{"type":"Ecumenopolis","habitability":"Ideal","sources":["Arcology Project"],"effects":["+20% Job productivity","Urban districts only","Removed natural features"],"notes":"Pre-existing example serves as homeworld for advanced custodial civilization."},{"type":"Relic","habitability":80,"sources":["Ancient civilizations"],"features":["Research-boosting planetary features","Expensive surface blockers"],"notes":"Can be upgraded to Ecumenopolis through restoration projects."}],"notes":{"spawn_conditions":"Special types appear in unique systems or through catastrophic events","modification_restrictions":"Ecumenopolis/Hive/Machine Worlds permanently remove natural features","ethical_considerations":"Colonizing certain worlds (e.g., Tomb Worlds) may provoke political factions"}}}
- #36Desert Worldselective
Keys: Desert World, Desert Planet, Desert Worlds, Desert Planets
{"Desert World":{"Type":"Desert","Climate":"Dry","Favored Features":"Generator features","Description":"Dry, rocky world with a nitrogen-oxygen atmosphere. Precipitation and major bodies of surface water are relatively rare. Significant temperature variations between day and night cycles. Vegetation is scarce, but even moderate precipitation can make the desert bloom."}}
- #37Arid Worldselective
Keys: Arid World, Arid Worlds, Arid Planet, Arid Planets
{"Arid World":{"Type":"Arid","Climate":"Dry","Favored Features":"Generator features","Description":"Dry, rocky world with a nitrogen-oxygen atmosphere. The dust-covered terrain consists largely of mesas and canyons. Forests can be found in the more temperate polar regions, but vegetation is otherwise scarce."}}
- #38Savanna Worldselective
Keys: Savanna World, Savanna Worlds, Savanna Planet, Savanna Planets
{"Savanna World":{"Type":"Savanna","Climate":"Dry","Favored Features":"Generator features","Description":"Rocky world dominated by dry, arid plains covered by a nitrogen-oxygen atmosphere. The small hydrosphere allows for brief wet seasons, but aside from a few ubiquitous grasses vegetation is largely concentrated around shallow oases."}}
- #39Ocean Worldselective
Keys: Ocean World, Ocean Worlds, Ocean Planet, Ocean Planets
{"Ocean World":{"Type":"Ocean","Climate":"Wet","Favored Features":"Agriculture features","Description":"Rocky world with a nitrogen-oxygen atmosphere and a significant hydrosphere. Oceans cover more than 90% of the surface, with scattered islands making up the remaining percentage."}}
- #40Continental Worldselective
Keys: Continental World, Continental Worlds, Continental Planet, Continental Planets
{"Continental World":{"Type":"Continental","Climate":"Wet","Favored Features":"Agriculture features","Description":"Rocky world with a nitrogen-oxygen atmosphere. Active and stable hydrosphere. Great landmasses are separated by oceans, with large climate variations depending on latitude and precipitation."}}
- #41Tropical Worldselective
Keys: Tropical World, Tropical Worlds, Tropical Planet, Tropical Planets
{"Tropical World":{"Type":"Tropical","Climate":"Wet","Favored Features":"Agriculture features","Description":"Humid, rocky world with a thick nitrogen-oxygen atmosphere. Seasons with significant precipitation are interchanged with drier periods. Most landmasses are covered in dense vegetation."}}
- #42Arctic Worldselective
Keys: Arctic World, Arctic Worlds, Arctic Planet, Arctic Planets
{"Arctic World":{"Type":"Arctic","Climate":"Cold","Favored Features":"Mining features","Description":"Frigid, rocky world with a nitrogen-oxygen atmosphere. The poles are big, and significant water deposits can be found permanently frozen as glacial ice. However, the planet experiences seasonal variations and the equatorial band is covered by vegetation."}}
- #43Alpine Worldselective
Keys: Alpine World, Alpine Worlds, Alpine Planet, Alpine Planets
{"Alpine World":{"Type":"Alpine","Climate":"Cold","Favored Features":"Mining features","Description":"Mountainous world with a nitrogen-oxygen atmosphere. Snow covers the mountaintops and frozen-over lakes dot the valleys. While the planet experiences minimal seasonal variations, the still-liquid water beneath the frozen surface of the lakes is enough to sustain some hardy vegetation."}}
- #44Tundra Worldselective
Keys: Tundra World, Tundra Worlds, Tundra Planet, Tundra Planets
{"Tundra World":{"Type":"Tundra","Climate":"Cold","Favored Features":"Mining features","Description":"Frozen, rocky world with a nitrogen-oxygen atmosphere. Permafrost dominates the landscape, with sparse tundra vegetation. Brief summer thaws allow for limited plant growth and seasonal wetlands."}}
- #45Special habitable planetsselective
Keys: Special habitable planets, Special habitable planet
Special habitable planets are only found in certain systems, but any empire that meets the requirements can terraform a regular habitable world into a special one. Certain origins use one of these as the empire's homeworld. All of them have either very high or zero habitability, and several of them feature "ideal" habitability, meaning that they have 100% base habitability for all species.
- #46Gaia Worldselective
Keys: Gaia World, Gaia Worlds, Gaia Planet, Gaia Planet
{"Gaia World":{"Habitability":"Ideal","Sources":["Life-Seeded homeworld","World Shaper ascension perk","Gaia Seeders buildings","Nu-Baol Life-Seeding decision"],"Colonization Effects":{"Happiness":"+10%","Resource Output":"+10% Resources from jobs","Resettlement Chance":"+50% Automatic resettlement destination chance"},"Notes":{"General":"Gaia Worlds tend to have positive modifiers and no negative ones. Most Gaia Worlds are found in unique systems.","Special Locations":["Prophet's Retreat","Walled Garden","Emerald Mausoleum","Pristine Jewel"],"Holy World Interactions":{"Modifier":"Holy World","Consequences":{"Colonization":"Incurs Holy Guardians' ire","Destruction/Terraforming":"Awakens the fallen empire"}}}}}
- #47Tomb Worldselective
Keys: Tomb World, Tomb Worlds, Tomb Planet, Tomb Planets
{"Tomb World":{"Habitability":"0% (100% for Post-Apocalyptic origin or Memorialists civic)","Sources":["Post-Apocalyptic homeworld","Armageddon bombardment","Javorian Pox bombardment","Relentless Industrialists buildings","Thermoclastic Roar behemoth action","Nuclear wars"],"Colonization Effects":{"Faction Interaction":"Colonizing a Tomb World displeases the Traditionalist faction unless the empire has the Post-Apocalyptic origin or Memorialists civic","Events":"High chance of triggering 1 of 8 unique events 2–3 years after colonization"},"Notes":["Events include environmental hazards, archaeological discoveries, or societal adaptations","Tomb Worlds are often terraforming candidates with high mineral/energy potential","Memorialists civic provides immunity to faction disapproval"]}}
- #48Ecumenopolisselective
Keys: Ecumenopolis
{"Ecumenopolis":{"Habitability":"Ideal","Sources":["Arcology Project decision","Restore Ecumenopolis decision"],"Colonization Effects":{"Resource Output":"+20% Resources from jobs","Population Growth":"+15% Pop growth speed","Population Assembly":"+15% Pop assembly speed","Resettlement Chance":"+50% Automatic resettlement destination chance"},"Notes":{"Key Features":["Cannot be terraformed again","Can only have Arcology districts","Removes all normal planetary features"],"Pre-existing Instance":"Homeworld of the Keepers of Knowledge fallen empire","Visual Identity":"City lights determined by ship appearance of the terraforming empire"}}}
- #49Relic Worldselective
Keys: Relic World, Relic Worlds, Relic Planet, Relic Planets
{"Relic World":{"Habitability":"80%","Sources":["Remnants homeworld"],"Effects":{"Special Feature":"Allows the Restore Ecumenopolis decision"},"Notes":{"Locations":["First League Precursors' home system","Various systems added in the Ancient Relics DLC"],"Planetary Features":["Unique planetary features that grant research output bonuses","Most surface area covered by expensive-to-remove blockers"]}}}
- #50Hive Worldselective
Keys: Hive World, Hive Worlds, Hive Planet, Hive Planets
{"Hive World":{"Habitability":"0% (unless Hive-Minded species or Necrophage origin with Hive Mind)","Sources":["Hive Worlds ascension perk","Chimeral Consciousness authority"],"Effects":{"Resource Output":"+10% Resources from jobs","Housing":"+600 Housing from districts","Resettlement":"+50% Automatic resettlement destination chance"},"Key Features":["Can only have Urban districts","Removes all normal planetary features"],"Removed Modifiers":["Atmospheric Aphrodisiac","Atmospheric Hallucinogen","Bleak","Hazardous Weather","Hostile Fauna","Irradiated","Lush","Natural Beauty","Wild Storms"],"Notes":{"Exceptions":["Hive-Minded species avoid penalties","Necrophage origin with Hive Mind authority bypasses restrictions"]}}}
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