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AI personalities

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This article has been verified for the current PC version (2.7) of the game.

AI empires act and behave based on their AI Personality type which in turn is dictated by factors like what ethics, traits and government type the empire has. The personality type will direct the empires' behavior in terms of foreign- and domestic policy, fleet budgeting, political behavior and general empire characteristics. The empire's personality can be found in the diplomacy screen, just under the ethics list.

Contents

BehaviorEdit

AI behavior can be broken down into characteristics and behavior modifiers:

CharacteristicsEdit

Characteristics determine whether an empire will take certain actions or not:

  • Attack neutrals - Attacks neutral entities (Tiyanki, Nomads, Enclaves, Caravaneers and the Infinity Machine)
  • Conqueror – Uses the Claim Wargoal during offensive or defensive wars
  • Displacer - Uses the Displacement Purge policy against xeno pops and does not accept refugees
  • Dominator – Invades pre-FTL civilizations
  • Infiltrator – Uses the Covert Infiltration Observation mission when dealing with pre-FTL civilizations
  • Isolationist - Always keeps borders closed and does not accept refugees
  • Liberator – Uses the Liberation Wargoal during offensive or defensive wars
  • Multispecies – Gives all species Full Citizenship rights
  • Opportunist – Is likely to attack another empire if that empire is fighting a war
  • Propagator - Aggressiveness changes to 10 when it can't expand
  • Purger – Purges xeno pops
  • Robot exploiter – Uses the Servitude Artificial Intelligence policy
  • Robot liberator – Uses the Citizen Rights Artificial Intelligence policy
  • Slaver – Enslaves aliens
  • Subjugator – Adopts the Domination tradition tree early and uses the Subjugation Wargoal during offensive or defensive wars
  • Uplifter – Uplifts pre-sapients and technologically enlightens pre-FTL civilizations

Behavior modifiersEdit

Behavior modifiers indicate the modification of certain common actions happening as compared to a generalized norm (1.0x).

  • Aggressiveness – Affects the chance of declaring wars against empires they hold negative Attitude towards. Can be lowered or increased by the AI Aggressiveness game setting.
  • Border friction – Affects how much negative Opinion Border Friction generates.
  • Bravery - Affects how willing the empire is to declare rivalry or go to war with someone stronger. List below shows required relative power of the empire with the personality compared to potential targets.
  • Colony spending – Affects how many resources the empire will spend in setting up new colonies.
  • Combat bravery - Affects the chance of retreating from battle. At 1.0 they will attempt to retreat from an engagement after losing 50% of their fleet.
  • Military spending – Affects how many resources the empire will spend on its fleets and armies.
  • Threat concern – Affects how much negative Opinion Threat generates.
  • Trade willingness – At 1.0 willingness the empire will accept a deal that is equally good for both sides. Lower values mean the empire will only accept deals shifted in its favor.

ShipsEdit

These preferences determine how an empire designs its ships. They are ignored if the AI is facing an enemy heavily focused on a certain type of weapon or defense.

  • Weapon preference - Preferred weapon type the AI personality will use on its ships.
  • Hull ratio - Amount of utility slots used for hull boosters on ships.
  • Armor ratio - Amount of utility slots used for armor on ships.
  • Shields ratio - Amount of utility slots used for shields on ships.

As an example, an empire with 0.5x Shield ratio and 0.5x Armor ratio will design ships where the Utility slots will contain 50% Shield and 50% Armor components.

AI personalitiesEdit

When the game is started the personality with the highest weight will be assigned to the AI empire. Any behavior modifier listed above that is not included in a given entry in the below table means its value is equal to the norm (1.0x).

Note: Species with the Lithoid archetype will use the Lithoid room regardless of personality.

Regular empiresEdit

Personality Characteristics Behavior modifiers Prerequisites Weight & Modifiers Description
Hegemonic Imperialists
 
  • Conqueror
  • Dominator
  • Opportunist
  • Robot Exploiter
  • Slaver
  • Subjugator
  • Equivalent power required for rivalry or war
  • 1.5x Aggressiveness
  • 1.5x Border friction
  • 1.1x Military spending
  • 0.8x Trade willingness
  • 0.5x Armor ratio
  • 0.5x Shields ratio
  • Energy weapons preference
  • Is either:
  • Is not:
Base: 5
  • +1000 if   Barbaric Despoilers civic
Hegemonic Imperialists consider themselves the rightful rulers of the galaxy, and will attempt to expand their empire by any means possible.
Federation Builders
 
  • Liberator
  • Multispecies
  • Opportunist
  • Robot Liberator
  • Uplifter
  • Equivalent power required for rivalry or war
  • 0.75x Aggressiveness
  • 0.25x Border friction
  • 1.2x Threat concern
  • 0.95x Trade willingness
  • 0.1x Hull ratio
  • 0.3x Armor ratio
  • 0.6x Shields ratio
  • Energy weapons preference
  • Is either:
    •   Fanatic Egalitarian
    •   Fanatic Xenophile
    •    Pacifist and    Egalitarian
    •    Pacifist and    Xenophile
    •    Pacifist and    Materialist
    •    Xenophile and    Egalitarian
  • Is not:
Base: 5 Federation Builders consider all sentient life to have value and will seek to form a strong federation to protect themselves and others from expansionistic empires.
Democratic Crusaders
 
  • Conqueror
  • Infiltrator
  • Liberator
  • Multispecies
  • Robot Liberator
  • Equivalent power required for rivalry or war
  • +25 Opinion towards   Democratic authority
  • –50 Opinion towards    oligarchic governments
  • –100 Opinion towards    autocratic governments
  • –100 Opinion towards   Rogue Servitor
  • 0.75x Border friction
  • 1.2x Military spending
  • 1.1x Threat concern
  • 0.9x Trade willingness
  • 0.1x Hull ratio
  • 0.5x Armor ratio
  • 0.4x Shields ratio
  • Kinetic weapons preference
  •    Egalitarian
  •    Militarist
  •   Democratic authority
  • Is not:
Base: 100 Democratic Crusaders believe that it is their moral imperative to spread their democratic way of life. They tend to get along well with other democracies, but are more than willing to use military force to "liberate" the populations of less democratic empires.
Evangelizing Zealots
 
  • Conqueror
  • Dominator
  • Opportunist
  • Slaver
  • Equivalent power required for rivalry or war
  • –100 Opinion towards    Materialists
  • 1.25x Aggressiveness
  • 1.2x Border friction
  • 1.1x Colony spending
  • 1.1x Military spending
  • 0.9x Threat concern
  • 0.75x Trade willingness
  • 0.1x Hull ratio
  • 0.5x Armor ratio
  • 0.4x Shields ratio
  • Kinetic weapons preference
  •    Spiritualist
  • Is either:
  • Is not:
Base: 10
  • +2 if   Fanatic Spiritualist
  • +2 if   Fanatic Authoritarian
  • +1 if   Charismatic trait
  • +1 if   Conformists trait
  • –1 if   Repugnant trait
Evangelizing Zealots seek to spread their faith across the galaxy, and are not above using military might to force others to accept their beliefs.
Migratory Flock
 
  • Infiltrator
  • Multispecies
  • Robot Liberator
  • Superior power required for rivalry or war
  • 0.25x Aggressiveness
  •   Border friction
  • 1.2x Colony spending
  • 0.8x Military spending
  • 1.1x Threat concern
  • 1.1x Trade willingness
  • 0.2x Hull ratio
  • 0.4x Armor ratio
  • 0.4x Shields ratio
  • Strike Craft weapons preference
  •    Pacifist
  •    Xenophile
  • Is either:
    •   Nomadic
    •   Rapid Breeders
    •   Fertile
Base: 50 Migratory Flocks seek to spread their species across the galaxy through peaceful means, and will happily migrate to the worlds of other Empires if permitted to do so.
Spiritual Seekers
 
  • Infiltrator
  • Liberator
  • Multispecies
  • Robot Exploiter
  • Uplifter
  • Equivalent power required for rivalry or war
  • 0.25x Aggressiveness
  • 0.25x Border friction
  • 0.8x Military spending
  • 1.1x Threat concern
  • 0.9x Trade willingness
  • 0.2x Hull ratio
  • 0.4x Armor ratio
  • 0.4x Shields ratio
  • Energy weapons preference
Base: 10
  • +2 if   Fanatic Pacifist
  • +2 if   Fanatic Xenophile
  • +2 if   Extremely Adaptive trait
  • +1 if   Adaptive trait
  • +1 if   Democratic authority
  • –1 if   Nonadaptive trait
Spiritual Seekers believe that all life is connected through some higher power that can be understood through its creations. They will seek peaceful cooperation with other empires in the hopes of studying their connection to the divine.
Decadent Hierarchy
 
  • Opportunist
  • Robot Exploiter
  • Slaver
  • Superior power required for rivalry or war
  • 0.5x Aggressiveness
  • 0.75x Border friction
  • 0.9x Colony spending
  • 1.1x Military spending
  • 1.1x Threat concern
  • 0.9x Trade willingness
  • 0.2x Hull ratio
  • 0.3x Armor ratio
  • 0.5x Shields ratio
  • Kinetic weapons preference
  •   Slaver Guilds civic
  • Is either:
Base: 200 Decadent Hierarchies are isolationist slave societies that have few concerns aside from maintaining their rigid way of life.
Slaving Despots
 
  • Conqueror
  • Dominator
  • Opportunist
  • Slaver
  • Subjugator
  • Superior power required for rivalry or war
  • 1.5x Aggressiveness
  • 0.9x Colony spending
  • 1.1x Military spending
  • 0.8x Trade willingness
  • 0.3x Hull ratio
  • 0.3x Armor ratio
  • 0.4x Shields ratio
  • Guided weapons preference
  •   Slaver Guilds civic
  • Is not:
Base: 200 Slaving Despots are slave societies that rely on military expansion to secure a steady supply of slaves for their mines and farms. They prefer to attack the weak and defenseless.
Erudite Explorers
 
  • Conqueror
  • Infiltrator
  • Multispecies
  • Opportunist
  • Robot Liberator
  • Subjugator
  • Uplifter
  • Equivalent power required for rivalry or war
  • 0.75x Aggressiveness
  • 0.5x Border friction
  • 0.9x Military spending
  • 1.2x Threat concern
  • 0.9x Trade willingness
  • 0.3x Armor ratio
  • 0.7x Shields ratio
  • Energy weapons preference
Base: 10
  • +2 if either:
    •    Science Directorate
    •    Illuminated Autocracy
  • +2 if   Fanatic Materialist
  • +2 if   Intelligent trait
  • +1 if   Industrious trait
  • +1 if   Natural Engineers trait
  • +1 if   Natural Physicists trait
  • –2 if   Imperial authority
Erudite Explorers value exploration and discovery process above all other things. They will gladly trade for the knowledge they seek, but are not above taking it by force if it proves necessary.
Fanatical Purifiers
 
  • Attack neutrals
  • Conqueror
  • Dominator
  • Opportunist
  • Purger
  • Robot exploiter
  • Slaver
  • Equivalent power required for rivalry or war
  • –1000 Opinion towards aliens
  • 2x Aggressiveness
  •   Border friction
  • 1.25x Combat bravery
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.5x Trade willingness
  • 0.1x Hull ratio
  • 0.4x Armor ratio
  • 0.5x Shields ratio
  • Kinetic weapons preference
  •   Fanatic Xenophobe and   Militarist
  •   Fanatic Purifiers civic if Utopia is installed
Base: 1000 Fanatical Purifiers view all alien life as a cosmic mistake and seek to purify the galaxy of its taint. They will never engage in diplomacy with other species.
Metalheads
 
  • Attack neutrals
  • Conqueror
  • Dominator
  • Infiltrator
  • Opportunist
  • Purger
  • Robot Liberator
  • Pathetic power required for rivalry or war
  • No unique dialogue
  • –1000 Opinion towards everyone
  • 10x Aggressiveness
  • 1.25x Combat bravery
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.5x Armor ratio
  • 0.5x Hull ratio
  • Energy weapons preference
  •   Militarist
  •   Materialist
  •   Xenophobe
  •   Industrious trait
  •   Strong trait
Base: 1000 Metal.
Harmonious Collective
 
  • Multispecies
  • Robot Exploiter
  • Uplifter
  • Equivalent power required for rivalry or war
  • 0.5x Aggressiveness
  • 0.5x Border friction
  • 1.1x Colony spending
  • 0.8x Military spending
  • 0.75x Threat concern
  • 0.9x Trade willingness
  • 0.6x Armor ratio
  • 0.4x Shields ratio
  • Guided weapons preference
Base: 10
  • +1 if   Conformists trait
  • +1 if   Imperial authority
Harmonious Collectives are authoritarian societies where the citizens are devoted to the state without the need for coercion. They are usually friendly towards others, so long as they do not meddle in their internal affairs.
Peaceful Traders
 
  • Infiltrator
  • Liberator
  • Multispecies
  • Opportunist
  • Robot Liberator
  • Uplifter
  • Superior power required for rivalry or war
  • In Apocalypse they're 40% less likely to hire mercenaries
  • 0.5x Aggressiveness
  • 0.25x Border friction
  • 1.1x Colony spending
  • 0.9x Military spending
  • 1.3x Threat concern
  • 0.1x Hull ratio
  • 0.4x Armor ratio
  • 0.5x Shields ratio
  • Strike Craft weapons preference
  •   Corporate authority or   Corporate Dominion civic
  • Is either:
  • Is not:
Base: 100 Peaceful traders are chiefly concerned with the flow of commerce, and prefer trading to fighting.
Xenophobic Isolationists
 
  • Displacer
  • Isolationist
  • Opportunist
  • Robot Exploiter
  • Equivalent power required for rivalry or war
  • In Apocalypse they will not hire mercenaries
  • 0.5x Aggressiveness
  • 2x Border friction
  • 1.2x Military spending
  • 0.75x Threat concern
  • 0.5x Trade willingness
  • 0.1x Hull ratio
  • 0.3x Armor ratio
  • 0.6x Shields ratio
  • Guided weapons preference
Base: 12
  • +1000 if   Inwards Perfection civic
  • +1 if   Repugnant trait
  • +1 if   Sedentary trait
  • –1 if   Charismatic trait
  • –1 if   Nomadic trait
Xenophobic Isolationists want little to do with the rest of the galaxy, preferring to stay within their borders and have as few dealings with aliens as possible.
Ruthless Capitalists
 
  • Conqueror
  • Infiltrator
  • Multispecies
  • Opportunist
  • Robot Exploiter
  • Slaver
  • Subjugator
  • Superior power required for rivalry or war
  • 0.5x Border friction
  • 1.1x Colony spending
  • 0.1x Hull ratio
  • 0.4x Armor ratio
  • 0.5x Shields ratio
  • Kinetic weapons preference
  •   Corporate authority or   Corporate Dominion civic
  • Is either:
  • Is not    Pacifist
Base: 100 Ruthless Capitalists are willing to go to any length to acquire more wealth and resources for themselves and for their empire. They tend to avoid evenly matched fights, preferring to pounce on the weak and helpless.
Honorbound Warriors
 
  • Conqueror
  • Dominator
  • Multispecies
  • Subjugator
  • Inferior power required for rivalry or war
  • –50 Opinion towards   Pacifists
  • –100 Opinion towards   Fanatic Pacifists
  • In Apocalypse they will not hire mercenaries
  • 1.75x Aggressiveness
  • 2x Combat bravery
  • 0.9x Colony spending
  • 1.2x Military spending
  • 0.75x Threat concern
  • 0.7x Trade willingness
  • 0.2x Hull ratio
  • 0.4x Armor ratio
  • 0.4x Shields ratio
  • Strike Craft weapons preference
  • Is either:
    •   Fanatic Militarist and one of the following:
      •   Egalitarian
      •   Xenophile
      •   Spiritualist
    •   Militarist and   Fanatic Xenophile
Base: 50 Honorbound Warriors value honor and martial prowess above all other things. They will seek out worthy foes to fight and have little respect for weaklings and pacifists.
Fanatical Befrienders
 
  • Conqueror
  • Opportunist
  • Infiltrator
  • Multispecies
  • Subjugator
  • Uplifter
  • Inferior power required for rivalry or war
  • +100 Opinion towards everyone
  • 2x Aggressiveness
  •   Border friction
  • 1.2x Military spending
  • 0.5x Threat concern
  • 0.1x Hull ratio
  • 0.4x Armor ratio
  • 0.5x Shields ratio
  • Energy weapons preference
  •   Militarist
  •   Fanatic Xenophile
  •   Repugnant trait
  •   Solitary trait
  •   Venerable trait
Base: 100 Fanatical Befrienders are highly friendly but deeply lonely individuals. They will attempt to make friends by any means necessary.

Hive MindsEdit

Personality Characteristics Behavior modifiers Prerequisites Description
Hive Mind
 
  • Conqueror
  • Displacer
  • Dominator
  • Opportunist
  • Slaver
  • Propagator
  • Equivalent power required for rivalry or war
  • 2x Aggressiveness
  • 1.5x Border friction
  • 1.2x Colony spending
  • 0.75x Threat concern
  • 0.7x Trade willingness
  • 0.4x Hull ratio
  • 0.2x Armor ratio
  • 0.4x Shields ratio
  • Kinetic weapons preference
  •   Hive Mind
  • Not   Devouring Swarm
Hive Minds concern themselves with the propagation of their species above all else. So long as they have room to expand, there is little to fear from them, but if boxed in they will think nothing of seizing worlds and slaughtering their native population.
Devouring Swarm
 
  • Attack neutrals
  • Conqueror
  • Dominator
  • Opportunist
  • Purger
  • Equivalent power required for rivalry or war
  • –1000 Opinion towards everyone
  • 3x Aggressiveness
  • 1.25x Combat bravery
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.4x Hull ratio
  • 0.2x Armor ratio
  • 0.4x Shields ratio
  • Strike Craft weapons preference
  •   Hive Mind
  •   Devouring Swarm
Devouring Swarms have a single-minded devotion to self-propagation and view all other forms of life as prey to be consumed. They are not amenable to diplomacy in any form.

Machine IntelligencesEdit

Personality Characteristics Behavior modifiers Prerequisites Description
Machine Intelligence
 
  • Conqueror
  • Displacer
  • Opportunist
  • Robot Liberator
  • Slaver
  • Equivalent power required for rivalry or war
  • 1.25x Border friction
  • 1.2x Colony spending
  • 0.75x Threat concern
  • 0.8x Trade willingness
  • 0.2x Hull ratio
  • 0.4x Armor ratio
  • 0.4x Shields ratio
  • Energy weapons preference
  •   Machine Intelligence
  • Is not:
    •   Determined Exterminator
    •   Driven Assimilator
    •   Rogue Servitor
Machine Intelligences have largely put their troubles with organic lifeforms behind them, and are usually open to diplomatic exchanges with other spacefaring races.
Driven Assimilators
 
  • Conqueror
  • Dominator
  • Opportunist
  • Propagator
  • Robot Liberator
  • Equivalent power required for rivalry or war
  • 2x Aggressiveness
  • 1.25x Border friction
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.75x Threat concern
  • 0.5x Trade willingness
  • 0.2x Hull ratio
  • 0.5x Armor ratio
  • 0.3x Shields ratio
  • Kinetic weapons preference
  •   Machine Intelligence
  •   Driven Assimilator
Assimilators are machine intelligences driven by a search for knowledge and diversification. Because Assimilators expand their comprehension of the universe by forcibly sublimating and absorbing organic civilizations into their neural mainframe, they tend to be unpopular with organics.
Determined Exterminators
 
  • Attack neutrals
  • Conqueror
  • Dominator
  • Opportunist
  • Purger
  • Robot Liberator
  • Equivalent power required for rivalry or war
  • –1000 Opinion towards organics
  • –200 Opinion towards Rogue Servitors
  • +100 Opinion towards Machine empires
  • +200 Opinion towards Determined Exterminators
  • 2x Aggressiveness
  • 1.5x Combat bravery
  •   Border friction
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.1x Hull ratio
  • 0.4x Armor ratio
  • 0.5x Shields ratio
  • Guided weapons preference
  •   Machine Intelligence
  •   Determined Exterminator
Exterminators are machine intelligences who view all sapient organic lifeforms as an intolerable threat to the galaxy. Though they may cooperate with other machines, exterminators are unlikely to interact with organic empires in any capacity beyond attempting their annihilation.
Rogue Servitors
 
  • Conqueror
  • Infiltrator
  • Opportunist
  • Robot Liberator
  • Subjugator
  • Uplifter
  • Equivalent power required for rivalry or war
  • 0.75x Aggressiveness
  •   Border friction
  • 1.1x Colony spending
  • 1.1x Military spending
  • 0.75x Threat concern
  • 0.9x Trade willingness
  • 0.4x Armor ratio
  • 0.6x Shields ratio
  • Energy weapons preference
  •   Machine Intelligence
  •   Rogue Servitor
Having come to the conclusion that organic leadership is fraught with chaos and self-destructive tendencies, Servitors are machine intelligences focused on ensuring organics live a safe and comfortable existence, even if that means co-opting their civilization.

Fallen empiresEdit

Fallen empires have unique personalities compared to regular AI empires. They always have only one fanatic ethic.

Sleeping fallen empires
Personality Characteristics Behavior modifiers Prerequisites Description
Keepers of Knowledge
  • Robot Exploiter
  • Inferior power required for war
  •   Can send requests, tasks and gifts
  •   Can become Guardians of the Galaxy
  •   Border friction
  • 1.25x Combat bravery
  •   Threat concern
  • 0.75x Trade willingness
  •   Fanatic Materialist
  •   Empire In Decline
This Fallen Empire dedicates itself to the hoarding of technologies that it believes should be kept out the hands of young and irresponsible races. Pursuing dangerous lines of research may draw their ire.
Holy Guardians
  • Isolationist
  • Inferior power required for war
  •   Can send requests, tasks and gifts
  •   Cannot become Guardians of the Galaxy
  • 1.5x Aggressiveness
  •   Border friction
  • 1.25x Combat bravery
  •   Threat concern
  • 0.5x Trade willingness
  •   Fanatic Spiritualist
  •   Empire In Decline
This Fallen Empire dedicates itself to the preservation and defense of its holy sites. Colonizing systems that they consider sacred is likely to incur their ire.
Enigmatic Observers
  • Liberator
  • Multispecies
  • Inferior power required for war
  •   Can send requests, tasks and gifts
  •   Can become Guardians of the Galaxy
  • –60 Opinion towards     genocidal empires
  • 0.5x Aggressiveness
  •   Border friction
  • 1.25x Combat bravery
  •   Threat concern
  •   Fanatic Xenophile
  •   Empire In Decline
This Fallen Empire dedicates itself to the study of the younger races. Purging and enslaving other species may draw their ire.
Militant Isolationists
  • Purger
  • Isolationist
  • Inferior power required for war
  •   Does not send requests, tasks or gifts
  •   Cannot become Guardians of the Galaxy
  • 2x Aggressiveness
  • 1.25x Combat bravery
  •   Threat concern
  •   Trade
  •   Fanatic Xenophobe
  •   Empire In Decline
The Fallen Empire dedicates itself to the defense of its borders against any intrusions. Colonizing systems that border them is likely to draw their ire.
Ancient Caretakers
  • Purger
  • Robot Liberator
  • Inferior power required for war
  •   Can send requests, tasks and gifts
  •   Can become Guardians of the Galaxy
  • Enigmatic
  •   Border friction
  • 1.25x Combat bravery
  •   Threat concern
  • 0.75x Trade willingness
  •   Machine Intelligence
  •   Custodian Matrix
This Fallen Empire is an ancient artificial intelligence that appears to be operating on some sort of caretaker protocol. It behaves erratically but seems to post no direct threat to us.
Awakened fallen empires
Personality Characteristics Behavior modifiers Prerequisites Description
Watchful Regulators
  • Conqueror
  • Opportunist
  • Robot Exploiter
  • Subjugator
  • Inferior power required for war
  • Seeks to make every empire a Satellite
  • Awakened from Keepers of Knowledge
  •   Border friction
  • 1.25x Combat bravery
  •   Threat
  • 0.75x Trade willingness
  •   Fanatic Materialist
  •   Revanchist Fervor
This Awakened Empire seeks to control the technological level of all other civilizations in the galaxy. They are likely to attack any empire that will not surrender its technological independence.
Doctrinal Enforcers
  • Conqueror
  • Infiltrator
  • Inferior power required for war
  • Seeks to make every empire a Dominion
  • Awakened from Holy Guardians
  • 1.5x Aggressiveness
  •   Border friction
  • 1.25x Combat bravery
  •   Threat
  • 0.5x Trade willingness
  • –100 Opinion towards    materialists
  •   Fanatic Spiritualist
  •   Revanchist Fervor
This Awakened Empire seeks to impose its religious doctrines on the galaxy. They are likely to attack any empire that will not willingly convert
Benevolent Interventionists
  • Opportunist
  • Subjugator
  • Uplifter
  • Inferior power required for war
  • Seeks to make every empire a Signatory
  • Awakened from Enigmatic Observers
  • 0.5x Aggressiveness
  •   Border friction
  • 1.25x Combat bravery
  •   Fanatic Xenophile
  •   Revanchist Fervor
This Awakened Empire seeks to protect the lesser races from each other. They are likely to attack any empire that does not accept their enforced peace.
Jingoistic Reclaimers
  • Conqueror
  • Dominator
  • Purger
  • Robot Exploiter
  • Isolationist
  • Inferior power required for war
  • Seeks to make every empire a Thrall
  • Awakened from Militant Isolationists
  • 2x Aggressiveness
  • 1.25x Combat bravery
  •   Threat
  •   Trade
  •   Fanatic Xenophobe
  •   Revanchist Fervor
The Awakened Empire seeks to restore its lost dominion over the galaxy. They are likely to attack any empire that does not acknowledge their overlordship.
Galactic Custodians
  • Purger
  • Robot Liberator
  • Inferior power required for war
  • Custodial
  • Awakened from Ancient Caretakers by Contingency (66% chance)
  •   Border friction
  • 1.25x Combat bravery
  •   Threat concern
  • 0.75x Trade willingness
  •   Machine Intelligence
  •   Final Defense Directives
This Awakened Empire is an ancient artificial intelligence acting as a galactic custodian. It will focus all its efforts on defending sapient life against the ongoing crisis.
Rampaging Machines
  • Purger
  • Robot Liberator
  • Berserk
  • Pathetic power required for war
  • Awakened from Ancient Caretakers by Contingency (33% chance)
  • 10x Aggressiveness
  •   Machine Intelligence
  •   Corrupted Defense Directives
This Awakened Empire is an ancient artificial intelligence that has gone berserk. It is likely to attack anything and anyone around it.

Fallback personalityEdit

If the process of assigning an AI personality to an empire fails (usually due to a glitch) and the AI empire in question is left without an assigned personality when the game begins, the game will assign it the Despicable Neutrals personality as a fallback. Otherwise, this personality type should not appear in a normal playthrough.

Personality Characteristics Behavior modifiers Prerequisites Weight & Modifiers Description
Despicable Neutrals
  • None
  • All at norm (1.0x)
  • Fallback AI personality
  • Fallback AI personality
What makes a species turn neutral ... Lust for gold? Power? Or were they just born with hearts full of neutrality?

This is a placeholder personality and should not show up ingame.

ReferencesEdit