[Guide] Useful Anomalies for All You Savescumming Scallywags!

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Simoom

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Jun 2, 2016
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Okay, so I am not writing this just for fellow savescummers; anyone can potentially benefit from this knowledge... but considering that anomalies are completely random, it probably benefits you most if you do at least some savescumming.

As a hopeless savescummer, I've have just about familiarized myself with all the anomalies in Stellaris. When I find time I will help update the Anomalies/Events section in the Stellaris wiki with a thorough list of anomalies & event chains, but for now I would like to present an abridged list of anomalies I find most useful (feel free to add to it if I omitted anything).
  • Asteroids: Generally-speaking, asteroids are the BEST source of extremely good anomalies (so if you are only doing selective anomaly savescumming, use the time on asteroids). This is because a lot of the useless, crappy-reward anomalies ("Weak Signal", "On the Surface", "Solar Sailor", "Distress Signal", etc.) that trigger on other celestial body types do not spawn on asteroids. Additionally, a large number of anomaly types for asteroids generate high level research modifiers (which is the most desirable).
    • "Dustbowl" - This level 1 anomaly is deceptively pedestrian in appearance, but it is one of the BEST anomalies in the game. It has two possible outcomes: "Alien Drag Racing" (crappier result), which adds +6 Engineering to the asteroid, or "Fender Bender" (best result), which adds a whopping +9 Engineering to the asteroid (!!!).
    • "Radiating Asteroid" - A rare level 4 anomaly that only becomes available once you researched Satramene extraction. It adds +5 Physics research AND a Dark Matter strategic resource to the asteroid.
    • "Mystical" - A rare level 4 anomaly that results in the special project "The Tree" (trivia - this is in reference to the sci-fi fantasy film, The Fountain). Finishing the special project allows you to give a special elixir to your leaders (+25 year life) or your population (+5 happiness). WARNING: Researching this anomaly will spawn a hostile Space Amoeba, so make sure you have a combat fleet ready and waiting while your science ship does its work.
    • "Odd Readings" - This anomaly has two outcomes, "Corpse in Space" (crappier result - you find a coffin and must decide to open it or let it drift along), and "Adrift" (best result - you find a derelict alien ship). If you triggered "Adrift", choose to research the special project (with a construction ship) and you will then have the option to strip the alien ship's engines, which adds the "Enhanced Ship Speed" empire modifier (+15% Evasion, +15% Sublight Speed).
    • "Asteroid Waves" - A deceptively powerful level 1 anomaly. You find a primitive "brain" inside the asteroid and are presented with the choice to either study it from the surface, or excavate it and send it to the home world for research. Do NOT choose to excavate it! Doing so will always result in the lifeform dying (which generates a small amount of research points and +1000 energy, but unless you are hurting for energy, why bother?) Choosing to study the lifeform from the surface will add a +3 Engineering +3 Society modifier to the asteroid (that's +6 research points total, which is very good!)
    • "Mineral Cluster" - A level 2 anomaly that has 4 possible outcomes, 3 of which are capable of adding a trait to the scientist researching the anomaly: "Careless Pawing" (only available if your scientist doesn't have Meticulous, Carefree, or Careful traits) adds up to 1000 minerals to your storage, and depending on your choice, can grant your scientists the Careful or Carefree trait. "Crystal Codex" generates a special project that will grant you a small amount of society research and add the Statecraft trait to your scientist. "Illicit Communications" is another possible outcome, and it adds the Voidcraft trait to your scientist. The last possible outcome is "The Prince", which involves you finding & translating an alien book - the reward for it is somewhat mediocre (adds a temporary positive opinion modifier to a random AI empire), so I don't usually bother with that one.
  • Toxic Planets: Toxic planets are the next-best after asteroids for powerful anomalies, as there are multiple potentially very good outcomes.
    • "Toxic Construction" - A rare level 4 anomaly that adds a +9 Society modifier to the planet. WARNING: Your scientist MUST HAVE the Meticulous trait for the good result (+9 Society) to occur (otherwise you get +6 Mineral instead).
    • "Toxicity" - A deceptively powerful level 2 anomaly. It adds a +6 Engineering modifier to the planet, adds the Rocketry Expertise trait to your scientist, AND grants you the exclusive empire edict, "Improved Energy Initiative" (+5 Happiness, +10% Research Speed for Materials & Industry).
    • "Posion-Coated" - A deceptively powerful level 1 anomaly. It results in a special project that costs 100 energy, and adds a whopping +9 Minerals modifier to the planet.
    • "Signs of Former Habitation" - A level 1 anomaly that has two possible outcomes: "Nuclear Devestation" (adds +2 Engineering, +2 Society modifier) and "Runaway Greenhouse Effect" (adds +2 Physics, +2 Society modifier).
    • "A Feel for Steel" - A level 1 anomaly that has two possible outcomes: "Ship Graveyard" (crappier result, adds +3 Mineral modifier) and "Teachings of Warriors" special project (best outcome). If you get the latter, research it to unlock the "Master's Teachings: Warring States" edict (+10% Naval Capacity, -15% Army Upkeep)
  • Barren Planets (Hot): Barren planets are somewhat messy for savescumming, as they have a huge list of useless anomalies. But there are some good ones...
    • "Looking Down" - A powerful level 3 anomaly with two possible outcomes, both are good depending on your needs: "Unusual Techtonics" adds a massive +6 Physics, +3 Engineering modifier to the planet. "Alien Barracks" generates a special project that, if researched, adds the Military Theory trait to your scientist.
    • "Winking" - A rare level 3 anomaly that offers you a choice if researched: Studying the planet's natural processes will add a +6 Physics modifier to the planet. You also have the option to spend 200 energy to perform a "Tactical Terraform" on the planet that, if successful, instantly transforms the barren planet into a habitable one. It's advised to either visually gauge the planet to make sure it's a sizable one (or, if you want to be very sure, decompress the game file and look up the planet's exact size). If you can terraform it into a size 20+ planet, go with the terraformation option instead.
    • "Peculiar Crater" - This anomaly is actually possible on asteroids and cold barren planets as well, but it seems to be more common on hot barren planets so I'll just introduce it here. If researched, it adds +5 Engineering and the Living Metal strategic resource to the planet, as well as the research option for Living Metal (and if you already have that research option unlocked, it adds 25% progress to the research!)
    • "Atmospheric Anomaly" - A level 2 anomaly possible on both types of barren planets, it results in the "Shadow Play" modifier which adds +6 Society research to the planet.
  • Barren Planets (Cold): Cold barren planets share the possibility for "Peculiar Crater" and "Atmospheric Anomaly" as hot barren planets, but do not have the possibility for "Looking Down" and "Winking". It also has all the possible useless anomalies as hot barren planets, which make them somewhat annoying for savescumming... But it does have one cool anomaly up its sleeves.
    • "Cold, Hard Potential" - One of the most useful anomalies in the game, this level 2 anomaly can only be triggered on cold barren planets and frozen planets. It has 4 potential outcomes:
      • "Explosions in the Sky" - Adds a temporary survey & anomaly research speed boost to your empire (120 months). This is generally the least desirable outcome.
      • "Strength from Small Places" - You find an interesting bacteria that you can choose to put toward military research or energy production. Putting it toward military will grant a set percentage of shield research (not recommended), whereas putting it toward energy generation will add an unique empire modifier, "Enhanced Solar Power", which adds +5 energy output empire-wide.
      • "Teachings of Explorers" - One of the must-have outcomes, it issues a special project that once researched, grants the "Master's Teachings: Philosophical Mindset" edict (+10% Research Speed to Society).
      • "Diamond in the Rough" - Pretty much the only outcome you want once you have obtained the previous two. This outcome offers you two choices:
        • Promote the Protege Scientist: You gain a new scientist leader. The new scientist is GUARANTEED to have the "Spark of Genius" as the first trait (+10% Research Speed), with a second trait being random. If savescumming, you can spam reload the dialogue box until you create a powerful combination (such as Spark of Genius + Maniacal or Sentient AI Assistant). Oh, and the planet gets a +5 Physics modifier.
        • Keep the Protege on Board: The science ship you used to research the anomaly gains a unique (temporary - lasts 7200 days) modifier that adds +10% Anomaly Discovery Chance, -20% Anomaly Fail Risk, and +20% Anomaly Research Speed (the tooltip for the dialogue box only lists the anomaly research bonus, which is incorrect; the exact code segment for the modifier is as follows:
          Code:
          protege_onboard = {
              ship_anomaly_research_speed_mult = 0.20
              ship_anomaly_fail_risk = -0.20
              ship_anomaly_generation_chance_mult = 0.10
          }
  • Frozen Planet: Frozen planets shares all the useless anomalies as barren planets, but it has two good potential anomalies: "Cold, Hard Potential" (also possible on cold barren planets), and "Life Signs".
    • "Life Signs" - There's a possible anomaly called "Life Signs" for most of the celestial body classes (barren, frozen, toxic, asteroids, and gas giants). Most of them adds a +3 Society modifier (except for the barren one, which adds +3 Mineral and is therefore the crappiest), but the Frozen planet's Life Signs anomaly is unique: It contains two phases. The first phase involves researching the anomaly itself, which adds +3 Society to the planet, as expected - but then it prompts you about a special project called "Mount Deep Sea Expedition". Successfully completing this special project generates two possible outcomes: The crappier outcome grants +200 experience points to your scientist. The better outcome grants the experience, plus a large amount of Engineering research points, AND adds +5 Engineering +Living Metal modifier to the planet!
  • Gas Giants: Gas giants don't really have anything amazing. There are a small handful of anomalies that add +3 of a science type, +3 minerals, or +3 energy to a gas giant. The only really note-worthy anomaly in the Gas Giants category is "Gas Giant Signal".
    • "Gas Giant Signal" - Chances are you have come across this one already; it's a level 3 anomaly in which you make contact with an alien species who wishes to migrate to a new home world. You end up ferrying them around multiple times throughout the course of the event chain, and each time they add a +6 Society modifier to the gas giant they migrate to.
  • Habitable Worlds: Habitable worlds in general have their own set of anomalies (different from barren planets & asteroids). Most of them have to do with adding or modifying tile resources or discovering a pre-sentient species. But there are some notable anomalies to discover:
    • "What Hums in the Night" (Any Type) - This level 3 anomaly has a chance to occur on any habitable planet. It has two possible outcomes: The first outcome adds 20% progress to your next-tier Biology Lab research. The second outcome adds an Alien Toy Factory to the planet's surface (tile location is random, savescum if you need it on a specific tile). The Toy Factory adds a whopping +6 Engineering +3 Society to the tile.
    • "Spotty Greenery" (Topical/Ocean/Continental) - This level 2 anomaly has two outcomes: "Cornucopia" (crappier outcome, adds a +3 food tile to the planet), and "Ancient Automata" (best outcome, adds a Autonomous Fabricator to the planet). The Autonomous Fabricator is the same kind of mineral production facility used by Fallen Empires, and generates a whopping +12 Minerals.
    • "Nutritious Fruit" (Tropical) - A level 2 anomaly that only triggers on Tropical worlds, it adds the "Nutritious Fruit" modifier to the planet which causes +10% Happiness and +20% Growth Speed.
    • "Among the Vines & Trees" (Tropical) - A level 2 anomaly that adds the "Migrating Forest" modifier to the planet. This adds a single, un-removable blocker tile which has the adjacency effect of +2 Society research.
    • "Arid and Abandoned" (Arid) - A level 3 anomaly in which you find an abandoned alien sensor array on the planet. You have the option to scrap it for +1000 minerals or repairing it - choose the repair option to unlock the edict "Extensive Sensor Searches" (+25% planet sensor range) as well as adding a +200% sensor range modifier to the planet itself.
    • "Buried in the Sand" (Desert) - A level 2 anomaly that has two possible outcomes (both useful); the first outcome involves the discovery of an ancient sentient AI, which you can repurpose to be an Admiral for your fleet. The AI Admiral is unique in that it starts off with an age of 1 (so it will stick around for a long long time, though not immune to death through old age) as well as two traits already slotted ("Aggressive" and "Fleet Logistician"). This means it can potentially have more total traits than normal Admirals (by earning them through command and leveling). The second outcome creates a special project "Teachings of Settlers", which unlocks the "Master's Teachings: The Greater Good" edit (-10% Building Cost, +10% Building Speed).
    • "Planetary Scars" (Continental/Tropical/Tundra) - Level 2 anomaly. Creates a special project that allows you to reverse engineer the super weapon of an extinct alien species. There's a high chance of getting lesser outcomes (+200 leader experience), but if you succeed (about 25% chance), you will get one of the following: Particle Lance (if you have laser starting weapon), Kinetic Artillery (if you have kinetic), or Swarmer Missiles (if you have missiles).
 
What about the towel anomaly?
 
So, uh, is 6 science good or bad?
It's good, how good depends on your pops science bonuses from traits, planets, etc. Even if you have amazing pops 1 energy for 6 science is still good you'd always take it. A tier 1 lab (not basic) would need a + 2 tile underneath to give the same total science without bonuses for 1.5 energy, and the other negative affects of pops like consumer goods, tradition, and science costs, etc. it's also cheaper to build.

+3 and up science space constructions are honestly usually worth building, +2 and lower (barring strategic resources) not so much, unless you're going tall, and have the energy to spare.
 
As a filthy savescummer myself i really appreciate this :)

Hope you update it though, as i am still relatively new to the game the more i can manipulate the better! :D
 
it's a matter of what you're comparing it to for each event
Exactly. In this case the alternative is +9 Engineering which is obviously better than +6 (which is still good though).
 
There is a anomaly in the toxic planet, that adds a robotic factory in the planet(+5 engineering), but once instead of this outcome, I got the planet to change to habitable, with the +5 engineering, not sure if the later is still possible to get(since I only got it once in a previous update), or if require a specific scientist trait.

Also there is a anomaly that I found that add +5 society in ocean worlds, giving the modifier Ancient One(basically a bunch of algaes that exist in the ocean floor and gained conscience).

Also I really wish that anomalies in habitable planets were a little more common, I mean I got dozens of alien corpse per game, but find a single anomaly in a habitable planet is a challenge. But I sidetracked a little.
 
There is a anomaly in the toxic planet, that adds a robotic factory in the planet(+5 engineering), but once instead of this outcome, I got the planet to change to habitable, with the +5 engineering, not sure if the later is still possible to get(since I only got it once in a previous update), or if require a specific scientist trait.

Last I checked all of this is commented out. I never got to see that outcome myself, it sounded pretty cool.
 
I'd say that such lists are useful not only for save-scummers. I'm playing ironman, but some notes from here are particularly useful, for example that the best result of Toxic Construction needs meticulous trait. Sure I might not savescum to get it, but at least i can get my meticulous scientist to investigate it which may prove beneficial.

If there're any other trait-dependent anomalies which have significant outcome changes, I'd like to know.
 
This list is indeed useful even for people playing ironman.
I often save the anomalies which give traits for spark of genius scientists.
Even better is saving some of those anomalies for curator scientist. I really like adding statecraft to one of those.
 
some anomalies changed - adrift afaik doesnt give the evasion buff anymore.
Code:
army_speed_boost = {
    ship_evasion_mult = 0.15
    ship_speed_mult = 0.15
}
- 02_static_modifers , 1.6.2

Code:
army_speed_boost = {
    ship_speed_mult = 0.10
}
- 02_static_modifers , 1.8.3

Not only that, but the speed boost is down too.

If there're any other trait-dependent anomalies which have significant outcome changes, I'd like to know.

The Melting Point: if you take control of the station and the scientist who studied the anomaly has the Voidborne trait, your empire gains the Zero-G Innovations modifier (spaceport module cost -10%).

furthermore, from reading the files I see:

You can only get the Exiled Pirates if your ruler is a Champion of the People.

Taking Stock/Excess Energy (not sure on in-game names) only happens if your scientist is Carefree or Meticulous. Carefree will cause you to lose energy, while Meticulous will gain you energy.

Toxic Construction/Grinding Lattice gives you the option of +9 society research if the scientist has Meticulous. Otherwise you only have the option for +6 minerals.

Echos From the Deep seems to only spawn if your scientist has Meticulous or Spark of Genius, and if your empire doesn't have Passive Interference policy and you're not a Gestalt_Consciousness, and it has to be an Ocean planet. From there, it seems like different things can happen if your scientist is Paranoid, and I see more about gaining Maniacal or Psionic Expertise.

As I mentioned earlier, Toxicity/The Fumes Lie Thick used to do some things but they're commented out now. For the record, that needed Rocketry, Roamer, or Carefree, but not Careful.

The Shifting Sands (not sure on in-game names) gives better results if your scientist has Spark of Genius or New Worlds Expertise. Less blockers spawn, you avoid a negative planetary modifier that takes 1500 days to expire, and it gives a better physics deposit on the planet too.

There's more results for "has_trait" in other files like the crises events, but that seems to be it for the standard anomalies.
 
Here's my running list of anomalies. Please note that using this will take a lot of the joy and discovery out of your games if you're a new player. Please consider not looking at it if you're reading this and are new to the game.

I mainly use it to make sure that anomalies I find aren't going to get rid of deposits, particularly strategic resources. Losing a Dark Matter deposit to one of the Rainbow in the Dark outcomes, for example, so I'll savescum for the other, or even roll back so I never found the anomaly in the first place.

In no way should this be considered complete, fully accurate, or up to date, but it may be of use to you.

-> https://pastebin.com/Lmuh0YJe <-


I'm also going to paste it here, but the formatting will be crap; go read the link instead. This will just be so that if people are searching for anomalies by titles they might find this thread.
My Stellaris anomaly list. This has last been updated for v2.2.3 (1960) but in no way is it entirely up to date or comprehensive. In particular the Le Guin 2.2 update has made many references to strategic resources obsolete and has changed rewards from previous versions, and there's even still failure rates and results listed in here. Some resource bonuses are listed as maximums or just the amount I got when I wrote that anomaly down, even though the actual rewards are like [12x your monthly, 60-150 floor/ceiling]. In short, don't bet your life on this document.

Throw this into Notepad if you want the formatting to work correctly. I may update this someday!

Aldar Crystals (explosive 20%) =
Dark Matter (physics 15%) = 5 physics (black hole)
Engos Vapor (Habitability 5%) = *1 physics 1 society (gaia, toxic, gas giants)
Garanthium Ore (ship hull 10%) = 3 minerals (asteroids, nebula bonus)
Living Metal = 5 Engineering (destroyed ring world)
Lythuric Gas (shields 20%) = *1 physics 1 society (gas giants, nebula bonus)
Neutronium Ore (armor 15%) = 5 engineering (Neutron star)
Orillium (explosive 10%) = 2 engineering (asteroids)
Pitharan Dust (food 20%) = *1 society 1 engineering (gas giant and toxic)
Satramene Gas (25% ethics) = 4 energy (gas giant, toxic [yellow, orange, and yellow-white dwarf penalty?])
Teldar Crystals (Kinetic 10%) = *1 society 1 engineering (asteroids, frozen, nebula bonus)
Terraforming Gases = 3 energy (gas giants, nebula bonus)
Terraforming Liquids = 3 energy (frozen, nebula bonus)
Yurantic Crystals (Lasers 15%) = *1 society, 1 engineering (asteroid, frozen)
Zro (FTL 50%, Sensor 100%) = *2 physics 2 society (gas giants, nebula only)

Muutagan Crystals = 10% ethics
Riggan Spice = 5% fire rate and 10% army damage
XuraGel = 10% habitability



A Feel For Steel 2 (GEN_OLD_WAR_CAT) = Teachings of Warriors = Translating Warrior's Texts project, 500 society
= Special Project Completed = access to Master's Teachings: Warring States Empire Edict
= Failure = 80 Influence
= 579 energy, 663 minerals (Pacifist empire penalty? or random)
= Leviathan Down = +2 alloys (does not clear deposits), Ship Graveyard modifier
A Glint of Metal 4 (HAB_MAT_CAT) = Mineralistic = Raw Materials modifier, adds Submerged Ore Veins and Rich Mountain features for +6 mining districts
A Lush Planet 2/20 =
Abandoned Settlements 4 (DISTAR_BRAINSLUG_CAT) = Neural Symbiote Study project, scientist 60 days, must have pops on spawn who aren't mechanical or cyborgs = 500 society, abort attempts (DEFAULT)
= 500 society, try on scientist = Neural Symbiosis = pops start gaining brainslug trait, leader pools start gaining brainslug trait, only if not cyborgs or robots = 20 unrest on planets with affected pops (leaders with brainslugs retain brainslugs even with sythetic evolution)
= deny request, scientist retains Brain Slug Host trait (research 10%, survey 15%, anomaly 15%), end chain
Abandoned Station 3 = Automated Mining Base = +minerals (197)
Aerostat Structures 1 = Social Experiment = 60-150 society
= Aerostat Colonies = +3 engineering
An Asteroid, Carved 3 = Familiar Shrine = Nothing
= Shrines to the Old Gods event chain = spawn three locations to investigate
=
Alien Activity 3 (gaia_planet_cat) = Honeymooners = If Xenophile, reply can gain A Hitchhiker's Guide to the Galaxy modifier, giving 33% xenophile ethics attraction for 3600 days
= If Xenophobe, reply can gain Littering Loitering Liability modifier, giving 33% xenophobe ethics attraction for 3600 days
Alien Life 3 (alien_life_cat) = Single-Minded = +4 society, 3 Dangerous Wildlife blockers spawn, Hostile Fauna modifier added (-10% habitability, -5% happiness, society tile +20%)
Alien Machine 2 = Alien Machine = pull the lever (spawns a wormhole between two unsurveyed systems) = 800xp, 500 physics, 500 minerals
= 800xp, +7 physics
= 350 physics, 500 minerals, end chain
Ancient Hulk 3 = The Vechtar Zavonia = Generation Ship project, science ship present, 60 days = Hidden Worlds = Maniacal trait, The Vechtar Zavonia Event Chain = Grasping at Straws = Postcard Perfection = Gaia world with Primitives
> build outpost in system = Transmission = The Vol want to kill off the Mardak = spawn 18 cruisers and 7 destroyers
Ancient Manufactory 3 = Ancient Manufactory = Mining Restoration project (2 military ships in orbit, 80 days) = Ancient Manufactory: New Mining Station = only possible if the system is in your borders. +10 minerals. Add mining station.
= Ancient Manufactory: add Betharian stone and 2 energy on tile. If Betherian Refining not researched, add 80%. Add mining station.
= Ancient Manufactory: Drones Activated (anomaly.3128) = spawn three drone ships, 200 strength
= Ancient Manufactory: Nest Disturbed (anomaly.3129) = spawn three Sapphire Crystal Shardlings, 200 strength
= Failure = Ancient Manufactory is destroyed, gain Computing trait "... launched it into the sun?"

Ancient Shipyard 4 = Automated Shipyard = Repair Automated Shipyard project (Construction Ship, 180 days) = new ships
= Critical Failure = Pirate ships
Ancient Signs of Life 2 (terraforming_candidate_category) = Terraforming Candidate Discovered = Terraforming Candidate modifier added
Among the Vines and Trees 3 = Fruitful Endeavors = Nutritious Food modifier added, giving +20% Pop Growth Speed and +10% happiness
Arid and Abandoned 6 = Abandoned Sensor Array = Abandoned Sensor Array project (science ship, 1 day??)
= Extensive Sensor Searches empire edict added (+25% planet sensor range), Superior Sensor Array modifier added to planet (+200% sensor range)
= Special Project Failed = nothing
= Orbital Sensor Arrays tech option added, 50% research (observatory module)
Arid Wastes 3 = Volatile Resources = +50% energy production on planet = gas runs out within two years either peacefully, or gas mine explodes, killing pops if >2 on planet
= replace orbital tile with +5 energy tile
Armed Vessel 3 () = Nefri's Pride = The Xvan Labs project, science, 140 days = next level of engineering building research tech option added, 30% gain. If all gotten, gain engineering
= 50 influence, end chain
Asteroid Collision 1 = Asteroid Collision = +3 minerals
= Failure = Pirates spawn
Asteroid in Orbit 1 = Towed Asteroid = +3 Engineering
Asteroid Waves 1 = Gravity Crush = 100xp, 350 physics
= Rock Brain = "Make it so." = Rock Migraine = dies in the vacuum. Carefree trait, 250 physics, 1000 (90, 150, scaled? debugtooltip)
= Rock Brain Modifier, +3 physics, +3 society (let it live)
= Cell Cells = Ancient Genetic Library modifier, +3 engineering, +2 society
= Illicit Communications = +5 society, scientist gains Statecraft
Astonishing Asteroids 6 (AST_GEAR_CAT) = Mining Your Own Business = Drill Rampage project, 1 construction ship, 365 days = Geothermal Fracking tech option added, 50% progress added if it's already an option, 25% otherwise.
= If you've researched Geothermal Fracking, Deep Core Mining tech option added, 40% progress added if it's already an option, 20% otherwise.
= If you've researched Deep Core Mining, +4 mineral deposit, does not clear deposits.
= 1000 minerals
Atmospheric Anomaly 3 (ATM_ANOMALY_CAT) = Swirling Shadows = "Shadow Play" +6 society
Atmospheric Object 4 = Crushed Cruiser = 60 engineering
= Energy Signature = 60 physics
Atmospheric Storms 1 = Extreme Storms = Extreme Storms modifier, +3 physics
Between Land and Sea 1 = Terra Firma = Continental Avian presentient uplift spawn
Billowing Sands 1 = Shifting Sands = Desert uplift species present
Bizarre Blanket 1 (DISTAR_EXO_CAT) = Invasive Exofungus = 250 society, planet gains Exofungus Infestation modifier (building speed -20%, habitability -10%, society output +33%)

Buried in the the Sand 4 = Teaching of Settlers = Translating Settlers' Texts project, 500 society = Master's Teachings: The Greater Good
= Sell it for 1000 minerals, 1000 energy
Cargo Pod 1 = Abandoned Cargo Pod = 500 energy
Clouds Dance 1/20 = Deceptive Giant = not a gas giant, actually a barren planet. 200xp.
Cold Hard Potential 3 (COLD_RESEARCH_CAT) "Our Science Officer has found an anomaly. It will require extensive probing, but could garner a substantial find."
= Explosions in the Sky = Inspired Science Recruits for 120 months, +20% survey speed, +20% anomaly speed
anomaly.4055 = Diamond in the Rough = +6 minerals, new Scientist Leader with Spark of Genius
= +6 minerals, ship gains Promising Crew modifier, +20% anomaly speed
= Strength from Small Places, either Enhanced Solar Power +5% energy or a tech boost on shields tech
= Teachings of Explorers = Translating Explorers' Texts project, 200 days
= 1000 energy, 1000 minerals
= Failure = nothing

Cold Wastes 2 = The Exile = "Out of the question. Search every nook and cranny of that outpost." = 350 physics
= "The Prime Minister welcomes the exile back into the fold" = The Exile is added to the Leader pool, gains 500 xp
Confounding Cosmic Rays 5 = Sins of a Sun = Irradiated Wasteland modifier added, six Radioactive Wasteland blockers spawn, orbital deposit becomes 4 physics tile
= Fire of the Furnace = Unusual Star Stuff Event Chain = spawn two locations, one will be correct = Fire of the Furnace special project (2 skill, 60 days)
= Fire of the Furnace = If somehow you don't have Fission power, add Fission Power tech option added, 40% research, or if have
= Fusion Power tech option added, +37% research, or if have
= Cold Fusion Power tech option added, +35% research, or if have
= Antimatter Power tech option added, +30% research, or if have
= Zero Point Power tech option added, +25% research, or if have
= 300 influence
(All research percentages doubled if it's already a tech option (debris analysis))
Continental Findings 1 (CON_BIOLOGY_CAT) = (4095) = Sanctuary = add Lush Planet modifier to the Continental planet (+10% habitability, +20% food from jobs, +4 agriculture districts)
= (4100) = The Rulers of the Water Plains = native interference NOT passive = study them =
psionic horses = native interference NOT passive = domesticate =
= native interference passive = leave them alone = Odd Animal Life modifier added for 1000 days, giving +25% society research from jobs

= (4115) Lurking in the Dark = alien beast is inside the ship attacking = Alien Beast Onboard project, two military ships, 1080 day limit, 7 days to complete. SCIENTIST LOCKED TO SHIP UNTIL COMPLETE = success = Inspired Army Recruits empire modifier = 360 day expiration, army morale +20%, army build speed +20%
= failure = Lose scientist aboard, still gain modifier
= science ship destroyed
= (4510) Master's Teachings: Diplomatic Trust edict path

Corrupt Survey Data 4 (corrupt_data_cat) = The Planet That Wasn't There = 150 engineering, remove habitable planet
Covered in Debris 3 = Junkyard = +3 minerals
Crashed Ship 3 = Crashed Scout Craft = 60-150 Engineering
= Crashed Ore Freighter = +3 minerals
Crawling, on the Planet's Face 1 = Crawling, on the Planet's Face = spawn Roachoids to be uplifted on the Tomb World. Irradiated, Tomb World Preference.
Cryostatic Biology = Frozen Wastes = Tundra Uplift species
Debris Field 2/20 = Pirate Exiles = gain pirate ships
= Old-Timey Tunes = 120-350 society, 200 xp, access to the Sol system, beings the Solar Coordinates event chain
= on entering Sol system = Terra Firma = 80 influence, end chain
= 120-350 engineering (end)
= Eat or be Eaten = 250 society, communications with another empire
= 42 Years and 3 Days = Keep an eye on it = 250 engineering, time passes =
= IT'S A BOMB!! DESTROY IT!! = 250 engineering
= Shattered World = +4 minerals
= Silent Shout = Space it = 50 influence
= Museum = 150 society
= Clone it = Ice Alien project (200 society) = Azizians = Accept up to 4 pops into empire (Proles trait) = 20% chance to evolve to Agrarian and Very Strong, removing Proles
= Place two Alien Pets resources onto empty tiles on planet = 20% chance to destroy the zoos, place Dangerous Wildlife blockers on two more tiles (killing the pops there), and add permanent Hostile Fauna planet modifier
= Can create up to three armies
= 150 society
Deep Caverns 2 = Living Metal Lakes = 150 engineering, Living Metal added
Desolate Sands 1 = Shifting Sands = replace orbital with 3 physics tile, add seven Quicksand Basin blockers, add Shifting Sands planet modifier (-20% Habitability, +33 build cost, expires in 1500 days), adds Liquid Sands planet modifier (nothing)
Dimensional Disturbance 6 = Dimensional Pocket = 200xp
= = Missing scientists return on Science Ship From Beyond. = Gain ship
= They turn hostile!
= Up is Down = 350 physics, 350 engineering
= Failure = nothing
= Critical Failure = ship destroyed, scientist lives
Distress Signal 2 = Lost in Space = Derelict Ship project, 2 skill, 20 days)
= alive by brain parasites = help them = introduction to species
= nothing?
= dead by brain parasites = 75 society, protection from brain parasites
= failed = nothing
= failure = nothing
Doppler Effect 3
Doppler Signal = The Ransomeers: Emergency Buoy = Emergency Buoy project, 3 skill, 30 days
Drops in the Ocean 3 =
Docking Hatch 3 = Derelict Shipyard = +3 engineering
= Pirate Treasure = 500 energy
= Failure = nothing
Dunes 3 = (only if meticulous) Taking Stock = +(100-500) energy
= (only if carefree) ??? = -75 energy
= Head in the Sand = Head in the Sand project (1 military ship, 100 days) = 33% = gain corvette
33% = fight corvette
33% = gain 18x minerals, 250-1500
= Stay Calm = scientist gains Towel-bearer trait (+40% survey speed)
Dustbowl 1 (AST_CRATER_CAT) = Fender Bender = Circuits in the Dust modifier = +9 engineering
= Alien Drag Racing = Skid Marks modifier = +6
= Abandoned Thrusting = Gain Ion Thrusters tech
Encrypted Transmission 2 (transmitter_cat) = Gateway Hijackers = Gateway Interference project (scientist, 140 days) = Sujin Insight = L-Gate insight gained
= nothing
Energy Emissions 1 = Exotic Radiation = 150 physics
= Weapons Target Range = +3 physics
Fairly Humid 1 () = Welcome to the Jungle = Tropical uplift presentient species
Familiar Compounds 2 (DISTAR_RUM_CAT) = Taste of Home = nothing
= Exotic Inebriants empire modifier for 120 months, addings: +10% happiness, +33% influence gain, -5% research tile outputs
= something else for machine intelligences
Fleet Signatures 4 () =
-Floral Study project (random spawn on colony), scientist 2, 20 days = Mharin Kharin: Pistil Pondering = 123 society
(delay) = Mharin Kharin: Olfactory Arousal = Pheromoned, first stage modifier added, giving +10% happiness
(delay) = Mharin Kharin: Making Time for Petals = Pheromoned, second stage modifier added, giving Minerals -15%. Labor Study project, Scientist 3, 30 days, 720 day time limita
(project) = Mharin Kharin: Work Over Flowers = 123 society, Pheremoned, workaround modifier added, giving Minerals +10%
(delay) = Mharin Kharin: Rooted in Place = Pheromoned, third stage modifier added, giving Migration Speed -70%
(delay) Mharin Kharin: Transmission Trouble = "Sigh" (nothing?) or Pheromoned, fourth stage modifier added, giving Minerals +5%, Happiness -10%
(delay) Mharin Kharin: Upper Management Betrayal = no local government?? No sector??
(delay) Mharin Kharin: With an Iron Fist, From Afar
(delay) Mharin Kharin: Slash and Burn = remove all modifiers
(delay) Mharin Kharin:
(delay) Mharin Kharin:
= Mharin Kharin: The Pollen's End of Us = colony destroyed, made into Toxic Planet

= -400 energy, end chain?
Gas Giant Ship 3/20 = Gas Giant Ship = Salvage Gas Giant Ship project, 3 skill, 180 days
= success, 200 xp, new ship (criuser)
= failure, 200 xp
= nothing
Gas Giant Signal 5 (signal_gasgiant_category) = Isolate Signal project = Gas Giant Life Forms Project Chain (Bakdarak)
= Faiure = nothing
Gray Goo 4 () = Gray Goo = gain tech_engineering_1 OR tech_assembly_pattern (common build speed) OR tech_construction_templates (rare build speed) OR tech_repeatable_reduced_building_time
Haunting Sea 5 () =
Heated Rhythm 2 = Geothermal = 1000 energy, (+5 engineering?)
Heavy Pulse 2 () = Cosmic Diamond = +4 physics (does not clear other physics on the star)
Ice Lit 3 = Lightshow = gain Blue Lasers tech or 100xp
Icy Plains 4 = 250 engineering, add Ancient Factory/Autonomous Fabricators (12 minerals, 4 energy upkeep)
Impossible Organism 6 = Impossible Organism = Impossible Organism project (1000 society) = Impossible Organism: Continuation project (2000 society) = Impossible Fungoid = (time passes) = add new species pop to capital = Nivlacs
= create a new nation
= shoot it into space. see below
= Shoot it into space = create hostile nation 1500 to 1900 days later
= +4 society, end chain
Improbable Orbit 5 = The Probability Conundrum = Improbable Ceramics project, 2 skill, 730 days
= 40 influence
Inconsistent Readings 1 (distar.110) = White Hell = +3 physics
Impenetrable Clouds 1 () = Heavy Metal Frost = +3 minerals
Interference 1 () = Sonified Science = 150 physics, 150 society
Irregular Energy Emissions 4 () = Star Patterns = Pulsating Stars project (scientist, 60 days) = Sensor Malfunction = star is +8 energy, scientist gains Meticulous
= Star Crazy = Scientist becomes delusional, you lose them. Gain 150 society.
Isolated Ruin 1 (DISTAR_ZONE_CAT) = Zone A = find a tile that has no deposit, remove any blocker, add Zone A building (3 physics, 3 engineering, 3 unity), add 3 unity to tile. Gain 60-150 engineering, 60-150 physics, 100-500 unity (Roadside Picnic)
Kinship, of a Sort 1 = presentients uplift species
Kaleidoscopic 2 = Misty Shores = 200xp
Life Signs 2 = Asteroid Fauna = (asteroid) +3 society
= Atmospheric Ecosystem = (gas giant) +3 society
= Silicon Life Forms = (barren) +3 minerals
= Ocean Beneath the Ice = (frozen) +3 society, Subterranean Ocean modifier, Mount Deep Sea Expedition project (3 skill, 180 days)
= 200xp, 90 society, +5 engineering (replaced society), Living Metal (no tech yet to confirm)
= 200xp
= Ammonia Biosphere = (Toxic) +3 society
= Critical Failure = ship destroyed, scientist lives.
Light Phenomenon 1 = Breathing Rift = Breath In, Breathe Out project, 180 days = 378 minerals, three more possible events
= 236 energy, 85 engineering, three more possible events
= rift closes, 182 physics
= +4 physics
= 300 xp
Looking Down 6 (BAR_COLONY_CAT) = Unusual Tectonics = Unusual Tectonics planet modifier = +3 engineering, +6 physics
= Alien Barracks = Alien Barracks project (? skill, ? days) = ? and Military Theory for scientist?
= (peaceful) = 40 influence
Massive Impact 2 = Warp Impact = 60 physics
= Asteroid Collision = +3 minerals
Mass Extinction: Study Complete = "What else can we learn from these planets?" = survey data on all planet systems
= "The X people should be put at ease." = choice = 10 years of 10% happiness bonus
= influence
= "Make the planetary data public." = physics and society research points

Megaflora 1 (DISTAR_FLYTRAP_CAT) = Predacious Plantlife = 250 society, Predatory Plants modifier (-10% habitability, +10% society job reseach)
Melting 2/20 = Unsolicited Mapping = system survey data recovered
= Failure = nothing
Metallic Crystal Formations 2 () = Nanite Crystal Lattices = 250 society, 250 engineering
Metallic Sands 2 () = Nanosand = +4 minerals, 250 engineering
Mineral Cluster 3 = Careless Pawing = 250+ minerals, Carefree trait
= 50xp, Careful trait
= Crystal Codex project (2 skill, 60 days) = 250 society, 100xp, Statecraft trait
= Gilded Cage = 100xp, Voidcraft
= The Prince = The Prince project, 100 society
The Prince, Legible = 40 influence
= return it, relationship +20 Literary Savior bonus with nation, 1500 energy
= insult it, relationship -20 Book Burner penalty with nation
Minesweeper 4 (anomaly.3020 , Gaia only) = Checkered = 200xp, Expertise: New Worlds trait added
Mind the Minerals 2 = On the Shoulders of Giants = Ex-Planet modifier added to asteroid = +3 alloys
Monoliths 3 (UHB_ANCIENT_RUINS_1_CAT) = Eddic, Monolithic = 350 engineering
= can turn pops xenophile if the government isn't either Xenophile
Movement in the Clouds 2 (DISTAR_LOST_CAT) = Lost Amoeba = gain Lost Juvenile ship = Fully Fledged = name her, gain upgrades =
= ditch them
= Space Amoeba Dissection project, 3 military ships, 30 days, 1800 timeout = Juvenile Amoeba Dissection = Regenerative Hull Tissue 50%
Mysterious Construct 5 (distar.155) = Corroding Warship = repair = construction ship needed, 1800 day limit, 60?days = Warship Restored = communications = Gain lvl3 immortal admiral. gain corvette with lvl 3 railgun, plasma, distrupter, shields, armor, afterburner, lvl2 hyperdrive and thrusters, and sapient AI.
= stop event
Mystical 7 = The Tree = spawns Space Amoeba Mother Life Tree Protector group, 633 power, The Tree special project, 3 skill, 60 days
= Excluding Elixer of Life, leaders lifespan +20 years
= Shared Elixer of Life, happiness +5%
= Failure = nothing
Nuclear Wasteland 1/0 = Spawn Cockroaches on Sol III
Odd Readings 6 = The Final Rest = 90-250 society
= 60-150 physics, society, and engineering
= Adrift = Adrift special project, 1 construction ship, 1080 day time limit, 45? days
= Repurpose it into a science vessel = Gain a Science-class ship
= Tear it down and study the engines = Your Empire gains the Enhanced Ship Speed Modifier (+10% sublight speed)
= 150-1000 minerals

= Failure = nothing
On the Barren Plains 5 = Limbo = In Limbo project, 3 skill, 60 days = "Let dead aliens lie." 500 engineering
= "It's too risky" (uploading to Robots)
= Failure = nothing

On the Surface 1/20 = Gain survey data about a random system??
On Thick Ice 1 = A Species of Ice and Ice = Arctic pre-sentient uplift spawn
Orbital Speed Demon 1 = Try to slow it down. = get the box = open the box = red solution = primary species gains Very Strong (unless Weak, then only gain Strong)
= green solution = primary species gains Extremely Adaptive (unless Nonadaptive, then only Adaptive)
= blue solution = primary species gains Venerable (unless Fleeting, then only Enduring)
= study the box = special project, 500 physics cost, 500 physics reward, eithe move to Open or sell for more rewards
= sell the box
Attempt to halt it. = ^
Get away from it. = 200xp
Overgrown Ruins 6 () = Wild Eukaryotes = 350 society, presentient species spawn five pops (Reyubb?) with Docile Livestock trait (30% growth speed, other species happiness +5%, Unity 10%, -50% energy, -75% science, not affected by happiness. Two Ancient Ruins blockers spawn (300 energy, 180 time)
Paradise Anticipated 3 (GAIA_MOVE_CAT) = Eden Overrun = spawn 4 Hostile Wildlife blockers on random tiles, gain 200 xp, gain 150-500 society research (24x)
Parked 8 (GEN_ABANDONED_SHIP_CAT) (continental or arid only) = Hard Shoulder = gain a corvette

Peculiar Crater 7 = A New Metal = Add Living Metal deposit, 5 engineering, Living Metal tech option gained (25% progress)
= Failure = nothing
Peculiar Patterns 3 (peculiar_patterns_cat) = Wetware Computer (ocean planet) = orbital deposit tile emptied, up to four empty tiles have their deposits replaced with 2-4 engineering
= Devastation (gaia, continental, tropical, or savanna planet) = turn planet into a barren planet
= Abandoned Harvesters (gaia, continental, tropical, or savanna planet) = Ancient Harvesters planet modifier added, +20% food from jobs. Harvester Fields deposit added (+6 agriculture districts)
Phased Planet 10 () =
Pigment Poison 7 = Purple Rain = 60 months of +10% happiness
Planetary Scars 4 = Apocalypse Past = (habitable planet) The Ultimate Weapon project (scientist 3 skill, 200 days)
= A Brutal Find (10% chance) =
= An Interesting Find = gain Red Laser, Missile, or Mass Driver tech
= Empty-handed = nothing
Playful Ruins 3 = Abandoned Amusement Park = 123 society, 285 engineering
Poison-coated 2 (TOX_MAT_CAT) = Rock Potential = nothing
= -100 energy, Positron Bombardment project, scientist 2 skill, 60 days = success, +9 minerals
Promising Moon 1 = Precious Moon = Precious Moon modifier, +3 energy
Rainbow in the Dark 5 = Peddling Radiation = black hole gains +9 physics
= Down the Drain = Paranoid trait added, 90* Physics
=
Radiating Asteroid 7 = Illicit Matter = Dark Matter added to asteroid???, +5 physics
Resonant Crystals 1 (DISTAR_SOOTHE_CAT) =
Rubiconian Shores 7 (GAIA_RECORD_CAT , only Gaia or Continental, clear deposits) = Monumental Transmission project, science ship, 60 days = Of Transmissions Decoded = +8 engineering
= Begins the Drifting Battlefield Event Chain = If the missing fleet is unoccupied, special project to recover them. six ships, 120 days.
If the missing fleet is occupied, kill the pirates. Gain minerals, gain progress on Cruisers
= 40-100 influence, 6x
= disassemble the structure = Of Transmissions Crushed = nothing
= can gain Xenology or Doctrine: Reactive Formations
Scurrying 4 = Nimkip = add two alien pet tiles
Secret Heart 5 (DISTAR_GEODE_CAT) = Secret Heart = add 1 Rare Crystal deposit to asteroid
Ship Fragments 1 (distar.60) = Blinding Fate = 350 society = Kohtalo, one year wait = Deja Vu = Warn the time travelers about their deaths = wait one year = Ouroboros = everyone dies again = +7 physics to target pulsar sun, DOES NOT CLEAR DEPOSITS
= Close communications = wait one year = Ouroboros = everyone dies again = +7 physics to target pulsar sun, DOES NOT CLEAR DEPOSITS
-Shrines to the Old Gods event endings: Suppress (80? influence) 83886168
Monetize (1235? energy)
Learn (350? society)
Divine (Fanatic Spiritualist + Collectivist ethics, maybe government too?)
Signs of Battle 4 = Mount Graveyard Expedition project (180 days) = Planet +3 engineering, 200xp
Signs of Former Habitation 1 = Runaway Greenhouse Effect = +2 society, +2 physics
= Nuclear Devastation = +2 society, +2 engineering
Signs of Precursor Activity 5 = Precursor chain
Silent Behemoth 1 () =
Slithering 1 = Serpentine = Uplift Species spawn (Desert) (Snakeoid)
Solar Sailer 2 = Solar Sailer = 111 engineering
Solid Core 3 (DISTAR_MEDGAS_CAT) (gas giant only) = Ancient Medical Complex = 250 society, +1 L-Gate Insight, +2 exotic gases to gas giant
Something Smells 2 = A Whiff of Something = Olfactory Study project = scientist skill 3, 30 days = 100xp, 350 society
Spacecraft Remains 4 () = Stranded Scientist = Scientist joins leaders = (skill 6, computing, spark of genius) = two months later, gain either Automated Exploration, Synchronized Defenses, or Subspace Sensors (sensor lvl3). Maybe gain two of three? If all three known, gain min150-max500 physics
= 50/50 investigating scientist gains Adaptable or Paranoid
Space Debris 1 = Debris Field = +3 minerals
-Space Station 1/30 =
Spotty Greenery 4 = Ancient Automata = Reclaimed by Nature project = scientist skill 3, 60 days
= Ancient Automata = +100 xp, Industry Trait, spawn Autonomous Fabricators building on planet (+12 minerals, 4 energy maintenance) (clear tile?)
= Cornucopicturesque = Cornucopia modifier = adds more food to the planet (three?)
Stalking the Wastes 1 = uplift arid?
Steamrolled 1 (LEVELED_CAT) = Completely Leveled = remove all blockers
Strange Mountain Formation 3 = Gigantic Skeleton = Investigate Gigantic Skeleton project (3 skill, 180 days) = 200xp, 150 physics
= 200xp, +3 society, +3 engineering, Organic Starship modifier
Supply Ship Wreckage 2 (distar.1) = Wreckage Identified = Take 300 minerals, displease nation by -20 (might be broken?) (does not decay?)
= Return 300 minerals, two months later an event that gives +20 opinion with nation and 100 influence (does not decay?)
Surface Beacon 1 = Ancient Survey Marker = +4 Minerals
= failure = combat (2 drones, 93 combat)
Surface Writing 2 = Alien Writing = +3 Society
Terminal Orbit 5 = Observe Moon Impact project, 180 days, 1080 day time limit
= Special Project Completed = 200 xp, 60-150 physics
The Life Aquatic 1 = To Rise Above the Waters = Aquatic Uplift Species spawn
The Melting Point 2/20 = Lights Out in the Mines = "Take control of the station." = Abandoned Mining Facility modifier, gain mining station, +3 energy (actually +4)
!!!!!!!!!!!!! Voidborne researcher bonus, gain Zero-G Innovations modifier (spaceport module cost -10%)
= "Scrap it for materials." = 1000 minerals
The Winter of the Fallen 5 = Beneath the Battlefield = Underground Vault project (3 military ships, 100 days)
= 125 influence
= Cracking It Open project (50 days)
= Cryopod Warrior dialogue (to have them join, must be Spiritualist or Pacifist)
= Xenobiology tech option gained, +40% research (biolob 2)
= Special Project Failed = Your Empire gains the Fertility Inhibiting Bio-Weapon modifier (Habitability -20, Growth -20%, 3600 days)
Tomb World 4 (tomb_world_cat) = if barren = Primordial Soup = +3 society
= if nuked or toxic = Weapon Testing = Alien Weapons project, scientist, 60 days = Alien Lasers = Gain either next level of lasers or armor as a tech option, 20% research on it
Toxic Construction 8 = Grinding Lattice = (Meticulous) +9 society
= +6 minerals
Toxicity 3 (TOX_PLANET_CAT) = The Fumes Lie Thick = Gain Expertise: Propulsion trait; gain Improved Energy Initiative empire edict; planet gains +6 engineering and the Fallen Robotic Society modifier

Traces of Civilization 1 (=Distant Stars Unique System=) = Frozen in Time = +4 society
Tropical Oddities 3 () = Life Finds A Way = Acid Jungles modifier added, add three Noxious Swamp blockers, add 3 society to an empty tile.
Unidentified Object 2 = Alien Mural = Translate Alien Mural project (1 skill, 180 days)
= 200 xp, 150 engineering
= 200 xp, +2 physics +2 society + engineering
Unknown Insides 3 = Machinery Inside = Proceed carefully = Trojan Asteroid = +4 energy
= Probe it
Unknown Origin 1 (origin_asteroid_category) = Asteroid Fossils = 150 society
= Coprolite Asteriod = Coprolite Asteroid modifier = +3 society
= Junk Ball = 50/50 chance of Garanthium or Orillium Ore spawning. Can spawn up to three.
Unscannable Object 1 (distar.270) = Puzzling Polygon = 250 physics, L-gate insight
Unusual Energy Readings 2 (energy_uninhabitable_category) = Microsingularity = +3 physics
= Magnetic Reversal = 60 physics
= Glancing Hit = 60 Engineering
= Bunker Bot = +100 alloys, +50 crystals, +50 motes
= +10% research for 10 years
= Let computer continue calculations = (nothing! ha! check back in later: distar.1040)
Unusual Moon 3 (moon_cat) = Artificial Moon = +3 minerals
Volcanic Vents 1 () = 150 society, +1 Exotic Gases
Waterless Canyons 1 () = Metamorphic Dehydration = adds +4 minerals, DOES NOT CLEAR TILES
Weak Signal 2 = Ancient Life Pod , 150 society
= Mummified Pilot , 150 society
Webwork 2 () = Life Electric = +3 society, DOES NOT CLEAR TILES, scientist skill level increased by 1
What Hums in the Night 5 (HBL_MUSIC_1_CAT) = Toy Factory = place Alien Toy Factory on planet, 3 society 6 engineering
= What Music They Make = Xenobiology +80% research
= Failure = nothing
Winking 5 = Grimacing = +6 physics
= -200 energy, 50% chance of terraforming
= failure
= Grimacing Planet project (3 skill, 10 days, 90 day timeout)
= Tactical Terraforming Successful, new habitable planet, 350 physics, 350 engineering (always Arid??)
= failure = ship destroyed
= nothing
Wooden Hegemony 3 = Wooden Hegemony = Balance Ecosystem project (3 skill, 100 days), Unbalanced Ecosystem modifier -20% food = removal of Unbalanced Ecosystem modifier, addition of three Dangerous Wildlife blockers
= removal of Unbalanced Ecosystem modifier, 200 xp
= Unbalanced Ecosystem modifier, -20% food