Empire

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Version

Outliner top.png
This article is considered accurate for the current version (2.2) of the game.

This article is for the PC version of Stellaris only.
A galaxy populated by multiple empires

An Empire is a group of planets and star systems that are ruled by the same government and controlled by a single player (or AI). Empires may have a variety of governments such as a democracy, oligarchism, despotism or imperial rule.

Ethics are the most defining features of a space empire; they affect the behavior of AI empires, likely technologies, available policies and edicts, valid government types, the opinions of other empires, and - perhaps most importantly - provide the fuel for internal strife in large and diverse empires.

It should be noted that the name of the player empire and its government structure can always be changed in the government window.

Homeworld[edit]

Each empire starts with a homeworld that is generated according to a different set of rules than randomly spawned habitable planets. Below is a summary of the different homeworlds and their features. Note that the table shows the number of districts available right at start. Clearing blockers will add to those numbers.

Homeworld Planet Size.png Generator Districts Mining Districts Farming Districts Tile Blocker.png Blockers Requirement Notes
Organic 16-20 6 6 7 1 pop blocker (depends on authority)
Two random +2 districts (depends on authority)
Planetary Features are determined by climate but the total number of districts available is always the same.
Machine 16-20 8 6 3 1 pop blocker (depends on civics)
D crater.png Abandoned Strip Mine
Auth machine intelligence.png Machine Intelligence Does not replace Earth's Planetary Features or blockers.
Planet gaia.png Gaia 25 8 7 8 D slums.png Sprawling Slums
D metal boneyard.png Industrial Wasteland (x2)
Civic life seeded.png Life-Seeded civic Increases Earth's size but does not replace its Planetary Features, resulting in a smaller number of specialized District slots.
Adds +1 D bubbling swamp.png Bubbling Swamp, D crystalline caverns.png Crystalline Caverns and D dust caverns.png Dust Caverns Planetary Features even if the homeworld is Earth.
Planet nuked.png Tomb 16-20 6 6 6 D city ruins.png Settled Ruins
D radioactive wasteland.png Radiation Zone
Civic post apocalyptic.png Post-Apocalyptic civic Does not replace Earth's Planetary Features or blockers.
Planet nuked.png Tomb 16-20 7 6 3 D city ruins.png Former Organic City
D radioactive wasteland.png Battlefield Remains
Civic machine terminator.png Determined Exterminator civic Clearing the Blockers unlocks unique Planetary Features.
Planet continental.png Earth 16 6 7 5 D slums.png Sprawling Slums
D metal boneyard.png Industrial Wasteland
D boggy fens.png Great Pacific Algae Tract
Sol starting system Earth has its own unique set of Planetary Features and blockers.
Changing the climate of Earth during empire creation will have no effect of the Planetary Features.
The United Nations of Earth and Earth Custodianship preset empires start on Earth by default.
Planet continental.png Unity 18 6 6 7 1 pop blocker (depends on authority)
Two random +2 districts (depends on authority)
Deneb starting system It is identical to regular starting planets in every way except that its size is fixed at 18.
The Commonwealth of Man preset empire starts on Deneb by default.

Capital[edit]

The capital is the ruling seat of an empire and is oftentimes its most important world. An empire's capital can be moved once every 10 years for a cost of 250 Influence.png influence. The capital is its own planet specialization and gets +5 Stability.png Stability and +10 Amenities.png Amenities and either +100% Mod pop government ethic attraction.png Governing Ethics Attraction by default or -20 Job criminal.png Deviancy if Gestalt consciousness.png Gestalt Consciousness. An empire's capital planet and system are marked by star corners on the system and galaxy maps.

Empire Sprawl[edit]

Empire Sprawl is a measure of an empire's expansion, both tall and wide, and increases the cost of Technologies, Traditions, Leaders and Edicts. Empire Sprawl is increased by 2 for each system, planet and owned Branch Office and by 1 for each district.

Administrative Capacity[edit]

Administrative Capacity represents the bureaucratic assets available to administrate the empire. If the empire exceeds the capacity then every point of Empire Sprawl exceeding the Administrative Capacity will impart the following penalties:

  • +0.3% Tech cost
  • +0.5% Tradition adoption cost
  • +1% Campaign (Certain sorts of Edicts) cost
  • +1% Leader Upkeep cost
  • +1% Leader Cost

An empire's base Administrative Capacity is 30, increased by the following:

  • +10 Pacifist.png Pacifist ethic
  • +20 Fanatic Pacifist.png Fanatic Pacifist ethic
  • +20 Civic efficient bureaucracy.png Efficient Bureaucracy civic
  • +20 Tech colonial bureaucracy.png Colonial Bureaucracy research
  • +20 Tech galactic bureaucracy.png Galactic Bureaucracy research
  • +15 Tech repeatable improved core planet cap.png Administrative Efficiency repeatable technology
  • +20 Courier Network Courier Network / Limited Autonomy / Extensible Software Tradition
  • +30 Imperial Prerogative Imperial Prerogative ascension perk
  • +20 Civic divided attention.png Divided Attention civic
  • +20 Auth corporate.png Corporate authority
  • +10 Civic private prospectors.png Private Prospectors civic

Empire Cohesion[edit]

Empire Cohesion, as the name implies, is a measure of the overall cohesiveness of an empire's territory. If the cohesion loss is greater than the total cohesion an empire's Sprawl will be multiplied and thus put greater administrative strain upon it. Cohesion is raised or lowered by the following:

  • +1 for each owned system
  • +3 for each upgraded Starbase
  • -1 for each hyperlane connection outside the empire's borders
  • -3 for each system with only one hyperlane connection

Empire Cohesion is especially important in games set with a high hyperlane density. Full hyperlane density in particular limits the use of outposts due to every system having on average 6 connections.

Sector systems[edit]

Sectors are now administrative units in your empire. They are automatically created when an empire colonizes a planet that is not within the boundaries of an existing Sector. The Sector boundaries seem to be created by making the first planet colonized outside of any other Sector the "Sector Capital" and counting up to 3 Hyperspace Lanes away(wormwholes and gateways are not counted), if the systems are within the empires control. Each sector can have a governor assigned to it.

If a sector has governor assigned to it, it becomes possible to allocate resources to the Governor to develop the planets within the sector in order to reduce micromanagement. Players can choose to set a focus for them, which will influence their building path: balanced (no special focus), production (focusing on basic resources like energy), manufacturing (focusing on advanced resources like alloys), and research (focusing on research output). As of 2.2, the options on restricting how the sector governor builds have been streamlined to choosing a focus. Previous versions allowed for the sector to be permitted or forbidden to replace existing buildings, requested to respect existing resource deposits, build orbital stations, or to colonize planets available within the sector's borders.

Note: Due to the way Sectors are created, your first planet colonized outside an existing sector can make a big difference to its layout. Also, Sectors have the misfortune of becoming fractured irreparably due to war, and roaming hazards that completely destroy system outposts/stations, such as Wraiths or fleets of the Great Khan mini-crisis.

Victory score[edit]

Victory score tallies an empire's total accomplishment. The empire that has the highest score when the Victory Year arrives is declared winner. The Victory Year is configurable and can be disabled altogether. The game can be continued past it as well.

The Victory Window shows a total score for each empire and its ranking, as well as a breakdown by category. The categories are as follows:

Economic Strength: A weighted sum of all monthly income, including income from trade agreements. Monthly spending is not part of this score. The various resources are weighted the same as their default market price:

  • +1 per Energy Credits.png, Minerals.png, and Food.png
  • +2 per Consumer goods.png
  • +4 per Alloys.png
  • Strategic Resources?

Technology Level:

  • Unknown, something to do with value of researched techs, perhaps also research production?

Number of Systems:

  • +10 per system

Number of Colonies:

  • +50 per colony

Number of Pops:

  • +2 per pop, regardless of type

Subject Empires

  • +50% of a subject empire's score is given to the overlord

Federation:

  • +10% of each other federation member's score is added to all federation members

Crisis Ships Killed

  • +10 per crisis ship destroyed


All players may continue the game session normally even after an empire declares victory.

Empire Modifiers[edit]

Empire Modifiers are gained through a variety of actions such as event choices or diplomacy with enclaves. They affect the entire empire and as such bring large benefits or penalties.

Permanent Modifiers[edit]

Permanent Empire Modifiers are always positive and last the entire game. They can only be gained through events.

Modifier Effects Source Description DLC
Flagellating Movement Mod ship evasion mult.png +5% Evasion
  • Space Amoebas special project choice
We have updated our Evasive fleet stance protocols based on observations of the Space Amoebas' flagella.
Amoeba Hunter Damage +33% Damage to Space Amoebas
Energy Credits.png 1000 Energy per destroyed Space Amoebas fleet
  • Fanatic Militarist.pngMilitarist.png Militarist, Fanatic Xenophobe.pngXenophobe.png Xenophobe or Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
  • Space Amoebas special project choice
Amoeba carcasses are rounded up after battle and their internal organs harvested for valuable organic compounds, bringing in Energy Credits.png 1000 for every fleet destroyed.
Amoeboid Pacification Planet border extrusion.png Space Amoebas will not attack owned ships
  • Fanatic Pacifist.pngPacifist.png Pacifist or Fanatic Xenophile.pngXenophile.png Xenophile
  • Space Amoebas special project choice
Fleets regulate radiation venting when approaching Space Amoebas, and the spaceborne creatures no longer recognize us as a threat.
Crystal Focus Pop resource energy mult.png +5% Energy Credits from Jobs
  • Crystalline Entities special project choice
Improved transmission mediums modeled after the Crystalline Entities' unique internal structures minimize resistive losses in energy production and distribution.
Crystal Hunter Damage +33% Damage to Crystalline Entities
Minerals.png 500 Minerals per destroyed Crystalline Entities fleet
  • Fanatic Militarist.pngMilitarist.png Militarist, Fanatic Xenophobe.pngXenophobe.png Xenophobe or Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
  • Crystalline Entities special project choice
The shattered remains of Crystalline Entities are automatically salvaged after battle, bringing in Minerals.png 500 for every fleet destroyed.
Crystalline Pacification Planet border extrusion.png Crystalline Entities will not attack owned ships
  • Fanatic Pacifist.pngPacifist.png Pacifist or Fanatic Xenophile.pngXenophile.png Xenophile
  • Crystalline Entities special project choice
Short-wave broadcasts at certain frequencies effectively disguise our fleets as fellow Crystalline Entities, and the spaceborne creatures no longer recognize us as a threat.
Drone Mining Techniques Pop resource minerals mult.png +10% Mining Station Minerals Output
  • Ancient Mining Drones special project choice
Using techniques derived from the Mining Drones allows us to efficiently exploit mineral veins previously not deemed worth the trouble.
Drone Destroyer Damage +33% Damage to Ancient Mining Drones
  • Ancient Mining Drones special project choice
The Mining Drones are obviously mass-produced. A weakness found in one is a weakness found in all.
Void Loops Pop resource physics research mult.png +10% Physics Research from Jobs
  • Void Clouds special project choice
The anomalous nature of the Void Clouds open up new possibilities in physics research.
Cloud Destroyer Damage +33% Damage to Void Clouds
  • Void Clouds special project choice
The Void Clouds' charge fluctuates in a rapid but observable cycle. Striking with precise timing dramatically destabilizes the inscrutable energies that animate the entities.
Sentinel Data Damage +20% Damage to Prethoryn Creatures
  • The Prethoryn Scourge covers 50% of the galaxy
  • Sentinels weren't defeated
These detailed anatomy files on the Prethoryn were given to us by the Sentinels. With their help we have been able to identify several weak points in the exoskeletons of the Prethoryn creatures.
Market Nexus Menu icon market.png -10% Market Fee
  • Galactic Market Station
  • Can be captured
Hosts the Galactic Market Station
Hive Harrier Damage +25% Damage to the Asteroid Hives
  • Asteroid Hives alive and awakened
  • Purchasing advice from the Curators (-5000 Energy Credits.png Energy)
Updated targeting data will allow our fleets to bombard Asteroid Hives where their surface armor is the most vulnerable. Leviathans.png
Draconic Beats Damage +25% Damage to the Ether Drake
  • Ether Drake alive
  • Purchasing advice from the Curators (-5000 Energy Credits.png Energy)
Military fleets have been instructed to fire at the Ether Drake in a specific rhythm when engaging the dragon. Leviathans.png
Dreadnought Dazzler Damage +25% Damage to the Automated Dreadnought
  • Automated Dreadnought alive
  • Purchasing advice from the Curators (-5000 Energy Credits.png Energy)
Fleet commanders engaging the Automated Dreadnought have been instructed to target any subsystems that will impair its automation processes. Leviathans.png
Portal Pacifier Damage +25% Damage to the Dimensional Horror
  • Dimensional Horror alive
  • Purchasing advice from the Curators (-5000 Energy Credits.png Energy)
The portal spawned by the Dimensional Horror can be destabilized if we launch pinpoint attacks against certain weak areas. Leviathans.png
The Infinite Calibrator Damage +25% Damage to the Infinity Machine
  • Infinity Machine alive
  • Purchasing advice from the Curators (-5000 Energy Credits.png Energy)
The Infinity Machine's real-time threat update system has one weak spot. It cannot keep up with constant change. We will henceforth assign a crew member on each ship to constantly make calibrations to the ship guns. Leviathans.png
Technology of the Divine Mod pop happiness.png +5% Happiness
  • Fanatic Spiritualist.pngSpiritualist.png Spiritualist
  • Declared the Infinity Machine a divine object
Our people are praising the gigantic spherical calculator as a sign of the Divines' true power in the world. Leviathans.png
The Singularity Procesor Mod country all tech research speed.png +5% Research Speed
  • Helping or successfully hacking the Infinity Machine
  • Already have Tech sentient ai.png Positronic AI and Tech zero point power.png Zero Point Power technology
A processing unit capable of expanding upon itself. This will further enhance our research capabilities. Leviathans.png
The Mirror of knowledge Mod country all tech research speed.png +10% Research Speed
  • Helping the Infinity Machine successfully
We have gazed into the mirror universe of the Pantagruel black hole, enhancing our research capabilities. Leviathans.png
Ageless Mod leader age.png +15 years Leader lifespan
  • Essence of Ageless Science Nexus event
Aging less with Ageless... Utopia.png
Covenant: Composer of Strands Mod pop growth req.png +20% Pop Growth Speed
Mod leader age.png +20 years Leader Lifespan
  • Shroud choice
We have formed a Covenant with a powerful being in the Shroud and now benefit from its patronage.
There will be a price to pay.
Utopia.png
Covenant: Eater of Worlds Mod army morale.png +30% Army Morale
Mod ship fire rate mult.png +15% Fire Rate
  • Shroud choice
We have formed a Covenant with a powerful being in the Shroud and now benefit from its patronage.
There will be a price to pay.
Utopia.png
Covenant: Instrument of Desire Mod pop resource output.png +10% Resources from Jobs
  • Shroud choice
We have formed a Covenant with a powerful being in the Shroud and now benefit from its patronage.
There will be a price to pay.
Utopia.png
Covenant: Whispers of the Void Mod country all tech research speed.png +15% Research Speed
Influence.png +15% Monthly Influence
  • Shroud choice
We have formed a Covenant with a powerful being in the Shroud and now benefit from its patronage.
There will be a price to pay.
Utopia.png
Innoculated Population Mod pop growth req.png +5% Pop Growth Speed
Mod leader age.png +10 years Leader lifespan
  • Ancient Caretakers innoculation success
The inoculations given to us by the Ancient Caretakers have proven of immense benefit, reducing illness and increasing the life expectancy of our population. Synthetic Dawn.png
Improved Code Standards Robot resource output.png +5% Robot Output
  • Ancient Caretakers code changes success
The changes that the Ancient Caretakers made to our code base have turned out well, and has resulted in an permanent upgrade in resource production capabilities across our whole population. Synthetic Dawn.png
Minerals Mapping Pop resource minerals mult.png +10% Minerals from Jobs
  • Molluscoid Miners anomaly event choice
A system enabling us to quickly chart underground terrain and accurately map mineral veins. Distant Stars.png
The Galatron Influence.png +2 Monthly Influence
Unity.png +2 Monthly Unity
Diplomacy opinion.png +25 Opinion from empires with borders opened towards
Diplomacy opinion.png −50 Opinion from empires with borders closed towards
Every 2 years there is a 40% chance to gain one of the following:
  • 500 Influence.png
  • 800 Consumer goods.png / Unity.png
  • 1000 Energy Credits.png / Minerals.png / Alloys.png / Society Research / Physics Research / Engineering Research
  • Permanent +10 Mod fleet size add.png Naval Capacity (unless already has it)
  • Reliquary reward
  • Can be captured with a special Casus Belli
The Galatron pulsates with indescribable power... MegaCorp.png

Renewable Modifiers[edit]

Renewable Empire Modifiers are always positive and last as long as an empire can afford their upkeep costs.

Modifier Effects Source DLC
Ethic Promoted Mod pop ethic shift.png +100% Chosen Ethic Attraction
Influence.png -2 Monthly Influence
Promoting a faction
Ethic Suppressed Mod pop ethic shift.png -75% Chosen Ethic Attraction
Influence.png -1 Monthly Influence
Suppressing a faction
Muutagan Deal Rare crystals.png +1/+2/+3/+4/+5 Monthly Rare Crystals
Energy Credits.png -10/-20/-30/-40/-50 Monthly Energy
Muutagan Merchant Guild Trader Enclave service Leviathans.png Leviathans
Riggan Deal Volatile motes.png +1/+2/+3/+4/+5 Monthly Volatile Motes
Energy Credits.png -10/-20/-30/-40/-50 Monthly Energy
Riggan Commerce Exchange Trader Enclave service Leviathans.png Leviathans
Xuran Deal Exotic gases.png +1/+2/+3/+4/+5 Monthly Exotic Gasses
Energy Credits.png -10/-20/-30/-40/-50 Monthly Energy
XuraCorp Trader Enclave service Leviathans.png Leviathans
Patron of the Arts Unity.png +10% Monthly Unity Artist Enclave service Leviathans.png Leviathans
Curator Insight Mod country all tech research speed.png +10% Research Speed Curator Enclave service Leviathans.png Leviathans
OR
Distant Stars.png Distant Stars

Unique Empires[edit]

The following empires can appear during the game as a result of certain events:

Empire Name Species Traits Homeworld Authority Ethics Civics Requirements DLC
Flag human 9.png United Nations of Earth Human.png Human
  • Adaptive.png Adaptive
  • Nomadic.png Nomadic
  • Wasteful.png Wasteful
Planet continental.png Earth Auth democratic.png Democratic
  • Fanatic Egalitarian.png Fanatic Egalitarian
  • Xenophile.png Xenophile
  • Civic beacon of liberty.png Beacon of Liberty
  • Civic idealistic foundation.png Idealistic Foundation
Sol primitive civilization achieving FTL
Flag blocky 21.png Awoken Synthetic dawn portrait fungoid.png Awoken
  • Trait mechanical.png Mechanical
  • Logic engines.png Awoken
Unknown.png Random Unknown.png Random
  • Fanatic Materialist.png Fanatic Materialist
  • Xenophile.png Xenophile
  • Unknown.png Random
  • Unknown.png Random
Limbo anomaly event outcome
Flag zoological 10.png Subterranean Empire Unknown.png Random Unknown.png Random Unknown.png Random Unknown.png Random
  • Fanatic Militarist.png Fanatic Militarist
  • Authoritarian.png Authoritarian
  • Unknown.png Random
  • Unknown.png Random
  • Seismic Disturbances colony event outcome
  • Planetary defense defeat
Flag spherical 8.png Namaria Avian slender 01.png Namarian
  • Natural Engineers.png Natural Engineers
  • Nomadic.png Nomadic
  • Venerable.png Venerable
Unknown.png Random Auth democratic.png Democratic
  • Egalitarian.png Egalitarian
  • Spiritualist.png Spiritualist
  • Xenophile.png Xenophile
  • Unknown.png Random
  • Unknown.png Random
  • Nomad fleet offer
No.pngMegaCorp.png MegaCorp
Flag zoological 12.png Ketling Star Pack Mammalian ratling.png Ketling
  • Trait psionic species.png Psionic
  • Thrifty.png Thrifty
  • Deviants.png Deviants
  • Fleeting.png Fleeting
  • Repugnant.png Repugnant
  • Slow Breeders.png Slow Breeders
Planet nuked.png Ruinous Core Auth oligarchic.png Oligarchic
  • Egalitarian.png Egalitarian
  • Pacifist.png Pacifist
  • Xenophile.png Xenophile
  • Civic functional architecture.png Functional Architecture
  • Civic mining guilds.png Mining Guilds
  • Junk Ratlings systems were discovered
  • No empire invaded the Junk Ratlings worlds for a few decades
Distant Stars.png Distant Stars
Flag domination 1.png Prikkiki-Ti Reptilian 16.png Prikki
  • Industrious.png Industrious
  • Decadent.png Decadent
  • Solitary.png Solitary
Planet desert.png Gish Unknown.png Random
  • Fanatic Xenophobe.png Fanatic Xenophobe
  • Militarist.png Militarist
  • Civic fanatic purifiers.png Fanatic Purifiers
  • Civic cutthroat politics.png Cutthroat Politics
  • Time Loop anomaly event outcome
Distant Stars.png Distant Stars

References[edit]


Game concepts