Effects reference
Effects are the mechanical building blocks of every option. When a player clicks a choice, effects are what actually happen — resources change, modifiers apply, research advances, follow-up events fire. This chapter is both a tutorial and a reference for the effects system.
How effects work
Most options have one or two effects. Each effect is a single, concrete gameplay change described as structured data — no raw Clausewitz code. The renderer converts your YAML effects into the scripting commands that Stellaris understands.
effects:
- category: resource_gain
resource: energy
amount: 150
- category: modifier_add
modifier_name: curious_scientists
modifier_description: Our scientists are energized by the discovery.
duration_days: 360
Every effect has a category that determines what it does, plus that category's
fields. The renderer picks the right game scope for each effect, so you never set
one. The YAML contract lists every category and field.
Effect categories
Resource effects
resource_gain — add or subtract a flat amount of any resource.
- category: resource_gain
resource: energy
amount: -500
Use negative amounts for costs. The tooltip will display "Lose 500 Energy" (not "Gain -500 Energy").
Available resources: energy, minerals, food, alloys, consumer_goods,
unity, influence, physics_research, society_research,
engineering_research, volatile_motes, exotic_gases, rare_crystals,
minor_artifacts, sr_living_metal, sr_zro, sr_dark_matter.
resource_gain_scaled — scale the amount based on the empire's current
stockpile. This is the preferred approach for standard resources because flat
amounts become trivial mid-game.
- category: resource_gain_scaled
resource: energy
percent_of_stockpile: -0.10
A 10% stockpile hit feels meaningful whether the player has 500 energy or
50,000. The mod reads the stockpile when the option is picked and takes
exactly that share. Add min_amount or max_amount to clamp it; for a loss,
min_amount is the larger loss (min_amount: -800, max_amount: -100).
Typical percentages:
| Scale | Percentage | When to use |
|---|---|---|
| Small | 3–5% | Minor nudge, flavor cost |
| Medium | 5–10% | Standard event reward/cost |
| Large | 10–15% | Major discovery or setback |
| Extreme | 15–25% | Wild-scope events only |
Use flat resource_gain only for strategic resources (minor artifacts, exotic
gases, volatile motes, rare crystals) where stockpiles are small and fixed
amounts matter.
Research effects
research_progress — grant percentage progress toward the current tech in a
research area.
- category: research_progress
tech_area: physics
progress: 0.05
The progress value is a fraction (0.05 = 5% of the current tech's cost).
Tech areas are physics, society, and engineering.
Modifier effects
modifier_add — apply a temporary empire-wide modifier.
- category: modifier_add
modifier_name: archive_debt
modifier_description: Our systems strain under the archive's energy demands.
duration_days: 720
Modifiers are the most expressive effect type. Key rules:
- Use short names like
archive_debtorcurious_scientists. The renderer automatically prefixes them with the release code. - Names must match polarity. A modifier called "debt" or "burden" must have negative effects. "Inspiration" or "wisdom" must be positive. The renderer auto-detects polarity from name patterns.
- Always include a description. One or two sentences explaining the narrative reason for the modifier, not just the mechanical effect.
- Keep durations short. 360–720 days (1–2 years) is preferred. This is a flavor mod, not a gameplay overhaul.
| Duration | Days | When to use |
|---|---|---|
| Short | 360–720 | Preferred — narrative flavor |
| Medium | 1080–1440 | Major discoveries only |
| Long | 1800+ | Avoid — too impactful |
| Permanent | — | Never use |
planet_modifier_add — a timed modifier on the empire's capital planet. It
needs an explicit planet stat:
- category: planet_modifier_add
modifier_name: calm_capital
modifier_description: The capital settles after the discovery.
modifier_stat: planet_stability_add
modifier_value: 5
duration_days: 720
Diplomatic and political effects
opinion_change — every empire you have met changes its opinion of you. The
change fades over about ten years.
- category: opinion_change
opinion_name: museum_thieves
opinion_label: Stole from the museum
opinion: -25
ethic_shift — push the empire toward a particular ethic.
- category: ethic_shift
ethic_key: ethic_spiritualist
ethic_key is one of the eight ethics (ethic_authoritarian, ethic_egalitarian,
ethic_xenophobe, ethic_xenophile, ethic_militarist, ethic_pacifist,
ethic_spiritualist, ethic_materialist) or its ethic_fanatic_ form.
Leader effects
trait_leader_add — grant a trait to a leader.
- category: trait_leader_add
trait_key: leader_trait_spark_of_genius
leader: ruler # or scientist
trait_key is a Stellaris leader trait id (leader_trait_...). leader: ruler
is the default and works in any event. leader: scientist gives the trait to the
scientist commanding the science ship, so it only works in anomaly and dig site
events. Pick a trait that suits that leader's class; Stellaris ignores traits a
leader can't hold.
Event chain effects
trigger_event — fire a follow-up event, optionally with a delay.
- category: trigger_event
event_key: mysterious_signal_followup/primary
days_delay: 720
Follow-up events are referenced by {slug}/{role} format. The renderer
converts this to the allocated Stellaris event ID at render time. Follow-up
events should always carry risk — they're gambles, not free content.
create_project — a research project at the capital. When it completes, it
fires an interaction from your bundle, so it works as a slower, costlier
follow-up the player chooses to fund.
- category: create_project
project_name: decode_the_placard
project_title: Decode the Placard
project_description: Our linguists think the placard's dates are a cipher.
tech_area: society
cost: 1500
on_complete: placard_decoded/main
Other effects
spawn_anomaly — place one of your bundle's anomalies on a planet in a
system the empire owns, ready for a science ship to investigate.
- category: spawn_anomaly
anomaly: humming_rock # slug of an anomaly event in the same bundle
add_artifacts — grant minor artifacts.
- category: add_artifacts
amount: 2
spawn_fleet — new ships of one class join the empire at its capital, built
from one of the empire's own designs. Use it sparingly: free warships are a big
reward.
- category: spawn_fleet
ship_class: corvette # corvette, destroyer, cruiser, battleship, science, constructor
count: 2 # 1 to 5
Magnitude by reward scope
Every event has a reward_scope that determines how large effects should be.
This keeps rewards proportionate to the event's narrative weight.
Modest — small, safe nudges
| Effect type | Range | Notes |
|---|---|---|
| Resource cost | 50–150 | Energy, minerals, alloys |
| Resource gain | 50–200 | Standard resources |
| Research progress | 3–8% | Percentage of current tech |
| Unity | 25–100 | |
| Influence | ±25 | Influence is precious |
| Modifier duration | 360–720 days | 1–2 years |
Normal — standard Stellaris-scale outcomes
| Effect type | Range | Notes |
|---|---|---|
| Resource cost | 100–350 | |
| Resource gain | 150–500 | |
| Research progress | 8–15% | |
| Unity | 50–200 | |
| Influence | ±50 | |
| Modifier duration | 540–1080 days | 1.5–3 years |
Extravagant — big swings with notable tradeoffs
| Effect type | Range | Notes |
|---|---|---|
| Resource cost | 200–500 | |
| Resource gain | 300–800 | |
| Research progress | 12–20% | |
| Unity | 100–350 | |
| Influence | ±100 | |
| Modifier duration | 720–1800 days | 2–5 years |
Wild — strange, high-variance outcomes
| Effect type | Range | Notes |
|---|---|---|
| Resource cost | 100–600 | High variance |
| Resource gain | 200–1500 | Can be extreme |
| Research progress | 5–25% | |
| Unity | -100–400 | Can lose unity |
| Influence | ±150 | |
| Modifier duration | 360–3600 days | 1–10 years |
Weirdness scaling
The event's weirdness level adjusts how far values can deviate from the ranges above:
| Weirdness | Multiplier | Effect |
|---|---|---|
subtle |
0.7× | Cluster toward middle of range |
strange |
1.0× | Full range available |
cosmic |
1.3× | Can exceed ranges by up to 30% |
Best practices
- One effect = one gameplay change. Don't try to cram multiple concepts into a single effect record.
- Max two effects per option. More than two overwhelms the tooltip and makes balance harder.
- Match resources to narrative. If the story says "costs energy," the effect must use energy, not research.
- Keep it parametric. No raw Clausewitz code — only structured fields. The renderer handles the translation.
- Prefer scaled resources. For standard resources (energy, minerals, alloys,
unity, influence), use
resource_gain_scaledso the effect feels proportionate at any game stage.
Next steps
The next chapter covers balance principles — how to calibrate effect magnitudes, compare against vanilla Stellaris values, and ensure your events feel fair without being forgettable.