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Stellar Phenomena

Not all stars are equal. Some systems harbor extraordinary celestial objects that reshape both the visual landscape and strategic calculus. These phenomena are generated during galaxy creation and remain permanent fixtures of the map.

Phenomenon Types

Black Holes

Spawn rate: ~2% of hostile systems

Black holes replace the normal star with a dark core surrounded by a rotating accretion disk. The star's glow layers are suppressed, replaced by a deep purple-black core with hot orange accretion emissions.

Visual: Dark core with rotating orange accretion disk in additive blend mode.

Pulsars

Spawn rate: ~3% of O/B spectral type stars

Pulsars emit rotating beams of energy that sweep across the system like a lighthouse. The normal godray effect is replaced by two opposed beam sprites rotating at a fixed period with brightness pulsing.

Visual: Two rotating ice-blue beams with periodic brightness variation.

Wormholes

Spawn rate: 2-4 paired systems per galaxy (assigned in post-processing)

Wormholes connect two distant systems with a swirling portal effect. A dashed connection line links the paired systems, visible at sector zoom and above. Each wormhole displays a rotating spiral glow in violet.

Visual: Violet spiral glow at each endpoint, dashed connection line between paired systems.

Asteroid Belts

Spawn rate: ~8% of any system type

Systems with asteroid belts display a ring of small rock particles orbiting the star. The particles drift at a configurable speed, creating a subtle orbital animation.

Visual: Ring of 24 small particles orbiting the system at varying distances.

Binary Stars

Spawn rate: ~5% of F/G/K spectral type stars

Binary star systems feature two stars orbiting a common center of mass. The primary star is rendered slightly smaller than normal, while the secondary star (at 70% scale) orbits at a fixed separation distance.

Visual: Secondary star sprite orbiting the primary on an 8-second period.

Discovery

Stellar phenomena are only visible for discovered systems. Undiscovered systems with phenomena appear as normal fog-of-war blips until a scout or sensor range reveals them.

Identification

Hovering over a system with a phenomenon displays its type in the tooltip. The System Panel also shows phenomenon information when a system is selected.

System Restrictions

PhenomenonSystem TypeSpectral TypeMax per System
Black HoleHostile onlyAny1
PulsarAnyO or B only1
WormholeAnyAny1
Asteroid BeltAnyAny1
Binary StarAnyF, G, or K only1

A system can have at most one phenomenon. Phenomena and anomalies are independent and can coexist on the same system.

Gameplay Effects

Each phenomenon type carries gameplay modifiers that scale with the phenomenon's intensity value. Higher intensity means a stronger effect.

PhenomenonEffectScaling
Black HoleReduces fleet travel speed through the systemSpeed penalty scales with intensity
PulsarBoosts research output for planets in the systemResearch bonus scales with intensity
Asteroid BeltIncreases mineral (metal) productionProduction bonus scales with intensity
Binary StarEnhances energy productionEnergy bonus scales with intensity
NebulaGrants a defensive combat bonus to defendersDefense bonus scales with intensity

Strategic Implications

Phenomenon effects make system selection a deeper decision:

  • Research hubs benefit from pulsar systems where lab output is amplified.
  • Mining colonies thrive in asteroid belt systems with boosted mineral yields.
  • Fortress worlds gain a natural advantage in nebula systems where defenders receive combat bonuses.
  • Transit routes should avoid black hole systems unless the travel speed penalty is acceptable.
  • Energy-hungry builds such as those powering shield generators or sensor arrays benefit from binary star systems.

Intensity varies between phenomena of the same type, so scouting systems before colonizing is important. A high-intensity pulsar system is significantly more valuable for research than a low-intensity one.