Land warfare

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Version

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This article has been verified for the current PC version (4.0) of the game.

Wars are not decided only in space. To capture enemy worlds, entire armies are needed, along with the preparation and battlefield awareness to properly use them. However, worlds may only be invaded if the system's starbase has been occupied.

Orbital bombardment[edit | edit source]

Orbital bombardment occurs when a fleet is in orbit around a hostile world, and causes damage to any armies but also kills pops, causes Devastation.png Devastation and has a chance to ruin districts or buildings. Effectiveness is based on the fleet size of the fleet in orbit, although it suffers diminishing returns after 100 and every 10 planet size halves damage from orbital bombardment. The more pops and buildings a world has, the more damage it receives from orbital bombardment. Assault armies take double damage from orbital bombardment.

If orbital bombardment destroys the last army, the world has a chance to surrender if the attacking empire has the Allowed Orbital Surrender Acceptance policy. Worlds from Gestalt consciousness.png Gestalt Consciousness empires will never surrender.

While a hostile fleet is orbiting a world, defense armies cannot respawn and Devastation.png Devastation does not decrease.

Stance Planet damage Army damage Pop kill chance Other effects Requirements
Bombardment light.png Selective 50% 100% 25%
  • Does not kill the last 2100 pops
  • Does not bombard worlds with no armies on it
None
Bombardment limited.png Indiscriminate 100% 150% 50%
  • Does not kill the last 1100 pops
No.pngPacifist.pngFanatic pacifist.png Pacifist
Bombardment armageddon.png Armageddon 150% 200% 100%
  • If the last pop is killed, the planet becomes a Planet nuked.png Tomb World
Either:
  • Fanatic Purifiers Fanatic Purifiers
  • Determined Exterminator Determined Exterminator
  • Galactic Nemesis Galactic Nemesis
Bombardment full.png Javorian Pox 20% 150% 150%
  • Does not kill Mechanical Mechanical or Machine Machine pops
  • If the last pop is killed, the planet becomes a Planet nuked.png Tomb World
  • R pox sample.png Javorian Pox Sample relic triumph
  • No.pngPacifist.pngFanatic pacifist.png Pacifist
Raiding bombardment.png Raiding 50% 50% 15%
  • Abducts pops instead of killing them
  • Species with Displacement, Neutering or Extermination species rights will still be killed
  • Does not cause Terror Bombing opinion if successfully abducted
  • Does not kill or abduct the last 200 Pops
  • Each defense army prevents 200 pops from being abducted
Either:
  • Barbaric Despoilers Barbaric Despoilers
  • Nihilistic Acquisition Nihilistic Acquisition
  • Origins slavers.png Your Ladder to the Sky
Seed bombing.png Seed Bombing 100% 50% 0%
  • After 10% Devastation.png Devastation, can spawn D fungal forest.pngD dense jungle.png Explosive Growth blockers
Origins gardeners.png Fruitful Partnership
Voidworm spores.png Voidworm Spores 100% 100% 50%
  • Does not kill the last 1000 pops
  • Devastation.png Devastation does not increase above 25%
  • Every 100 killed pops spawn 3 Voidworm Nymphs
  • Has no effect if the world's owner researched the Tech voidworm immunity.png Voidworm Immunity technology
Ship category voidworm troika.png Fleet contains only Voidworm Troikas

Orbital bombardment damage dealt to enemy worlds can be increased by the following:

Source Mod planet orbital bombardment damage.png Damage
Overwhelming Force Overwhelming Force tradition +20%
Ship part orbital trash dispersal.png Orbital Trash Disperser component +25%
Ship part aura bombardment.png Munitions Plant juggernaut aura +30%
Peril Crisis level 3 +20%

Orbital bombardment damage taken from enemy fleets can be reduced to a maximum of −90% by the following:

Source Mod planet orbital bombardment damage.png Damage
Origins subterranean.png Subterranean origin −75%
Planetary Shield Generator Planetary Shield Generator building −50%
Survival of the Fittest Survival of the Fittest tradition −25%
Never Surrender Never Surrender tradition −25%
Fortress World Fortress World designation −10%
Fortress Station Fortress Station designation −10%

Combat[edit | edit source]

Although secondary to space battles, ground warfare is a vital aspect of many wars.

Ground combat takes place between the world owner's armies and the invader's armies. It takes 10 days for armies in orbit to land on a world. The number of armies that can be engaged in combat on either side is five plus one-fifth of the Planet Size.png planet size. Excess armies are initially placed in a reserve area behind the frontline and replace any disengaged or destroyed armies as combat progresses.

Each day, each army engaged in combat deals its Mod army damage mult.png health and Army morale damage morale damage to a randomly selected enemy army; armies with less than 50% health are twice as likely to be selected. Armies below 50% health may also disengage from battle; this moves them from the frontline area to the reserve area. Disengaged armies cannot return to the frontline but can still be attacked by enemy armies and destroyed. Disengaged armies are half as likely to be selected as the target of an enemy army.

Unless an army is immune to morale damage, when its morale drops below certain thresholds, the army is negatively affected by the following modifiers:

Morale perc. Penalty
< 50% Mod army damage mult.png −25% Army damage
0% Mod army damage mult.png −75% Army damage

After 30 days, the attacker can choose to retreat at any time. However, there is a chance that each retreating army is destroyed while attempting to return to space, with the chance increasing as the army is more damaged. This makes retreating a risky endeavor and something to do only in very poorly chosen engagements.

As long as the ground combat is ongoing, it is possible for either side to land reinforcements, though typically this is only feasible for the attacker. The ground combat ends when the attacker retreats or all armies of either side are destroyed.

A small amount of Mod country war exhaustion.png war exhaustion is gained for each assault army that is destroyed. Some types of assault armies cause more or less war exhaustion.

Army rank[edit | edit source]

Rank XP Effects
Regular 0 – 100 None
Experienced 100 – 1000
  • Mod army damage mult.png +10% Damage
  • Mod army morale.png +10% Morale
Veteran 1000 – 10000
  • Mod army damage mult.png +20% Damage
  • Mod army morale.png +20% Morale
  • Mod army health.png +10% Health
Elite ≥ 10 000
  • Mod army damage mult.png +40% Damage
  • Mod army morale.png +40% Morale
  • Mod army health.png +20% Health

As armies fight battles, they will increase in rank, improving their stats based on their experience points. Armies get +2 experience points each time they deal damage and +1 when they take damage. Army starting experience can be increased by +100 by each of the following:

  • Strength of Legions Strength of Legions civic
  • Private Military Companies Private Military Companies civic
  • Dread Encampment Dread Encampment building
  • Mercenary Liaison Office Mercenary Liaison Office Corporate holding
  • Pirate Free Haven Pirate Free Haven corporate holding

Army stat modifiers[edit | edit source]

In addition to army rank, several technologies, civics, species and leader traits, and other sources affect army damage, health, and other stats. Additionally, Commander Commanders provide Mod army damage mult.png +5% army damage per level and plus other bonuses from traits. Modifiers from species traits affect armies recruited from that species, while Commander Commander and Official.png Official traits affect armies led by that general or on world's in that governor's sector.

Army damage (empire)0
Source Effect
Tradition modularity 3.png Pacification Modules tradition +50%
Unknown.png Killer Microorganism empire modifier +50%
Unknown.png Eater of Worlds covenant (50 favor) +50%
Devouring Swarm Devouring Swarm / Terravore civic +40%
Fanatic Purifiers Fanatic Purifiers civic +33%
Unknown.png Eater of Worlds covenant +25%
Warrior Culture Warrior Culture civic +20%
Strength of Legions Strength of Legions civic +20%
Warbots Warbots civic +20%
Private Military Companies Private Military Companies civic +20%
Supremacy Supremacy tradition tree +20%
War Drone Campaign War Drone Campaign edict +15%
Knight Commanders Knight Commanders Knightly Duties policy +10%
Tech powered exoskeletons.png Powered Exoskeletons technology +5%
Minor artifacts.png Minor Artifacts Military Application +5%
Army damage (species)0
Source Effect
Trait robot ancient dreadnought.png Ancient Dreadnought trait +500%
Trait robot integrated weaponry.png Integrated Weaponry trait +100%
Clone Soldier Ascendant Clone Soldier Ascendant trait +75%
Noxious Noxious trait +50%
Clone Soldier Clone Soldier trait +50%
Very Strong Very Strong trait +40%
Trait juiced power.png Juiced Power trait +40%
Strong Strong trait +20%
Clone Soldier Descendant Clone Soldier Descendant trait +20%
Slavery.png Battle Thralls slavery +20%
Trait presapient proles.png Proles trait +10%
Cybernetic Cybernetic trait +10%
Limited Regeneration Limited Regeneration trait +10%
Trait robot history warbot.png War Machine trait +5%
Trait cyborg ritualistic implants.png Ritualistic Implants trait +5%
Serviles Forcefully Devolved trait −10%
Weak Weak trait −20%
Trait cyborg delicate frames.png Delicate Frames trait −50%
Trait robot delicate frames.png Delicate Chassis trait −50%
Army damage (assigned commander)0
Source Effect
Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait fortress cracker.pngFortress Cracker Fortress Cracker commander trait +40%
Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait supreme warrior.pngSupreme Warrior Supreme Warrior commander trait +33%
Leader trait bg basic.pngLeader trait overlay veteran.pngLeader trait heavy hitter.pngLeader trait tier 3.pngHeavy Hitter III Heavy Hitter III commander trait +30%
Leader trait bg psionics.pngLeader trait eater chosen.pngChosen of the Eater Chosen of the Eater commander trait +30%
Leader trait bg psionics.pngLeader trait whisperers chosen.pngChosen of the Whisperers Chosen of the Whisperers leader trait +20%
Leader trait bg psionics.pngLeader trait psionic chosen one.pngChosen One Chosen One leader trait +20%
Leader trait bg basic.pngLeader trait overlay veteran.pngLeader trait heavy hitter.pngLeader trait tier 2.pngHeavy Hitter II Heavy Hitter II commander trait +15%
Leader trait bg basic.pngLeader trait butcher.pngLeader trait tier 2.pngButcher II Butcher II commander trait +15%
Leader trait bg psionics.pngLeader trait composer chosen.pngChosen of the Composer Chosen of the Composer leader trait +10%
Leader trait bg basic.pngLeader trait overlay veteran.pngLeader trait heavy hitter.pngLeader trait tier 1.pngHeavy Hitter Heavy Hitter I commander trait +10%
Leader trait bg basic.pngLeader trait butcher.pngLeader trait tier 1.pngButcher Butcher I commander trait +10%
Leader trait bg basic.pngLeader trait overlay veteran.pngLeader trait crusader.pngLeader trait tier 3.pngCrusader III Crusader III commander trait +10%
Leader trait bg basic.pngLeader trait mercenary warrior.pngMercenary Warrior Mercenary Warrior commander trait +10%
Subclass commander general medium.png General veteran class +5%
Leader trait bg basic.pngLeader trait erudite.pngErudition Erudition leader trait +5%
Leader trait bg basic.pngLeader trait synthetic.pngSynth Synth leader trait +5%
Leader trait bg negative.pngLeader trait armchair commander.pngLeader trait tier 1.pngArmchair Commander Armchair Commander I leader trait −5%
Leader trait bg negative.pngLeader trait armchair commander.pngLeader trait tier 2.pngArmchair Commander II Armchair Commander II leader trait −20%

Defense armies[edit | edit source]

Defense armies are automatically recruited by certain jobs, based on the species working that job, and can be organic or robotic. Defense armies cannot be moved from the world they are recruited on and are used only to defend against enemy armies. While they are stronger one-for-one than assault armies, their loss does not cause Mod country war exhaustion.png War Exhaustion and they do not cause Mod army collateral damage mult.png Collateral Damage, their limited recruitment means that significant investment is necessary to fend off a concentrated attack.

The type of army recruited depends on the pop working the building that spawns them. Defense armies do not incur any upkeep beyond that of the building and pop which creates the army. The most powerful army available will always be recruited.

Type Mod army damage mult.png Base Damage Army morale damage Morale Damage Mod army health.png Health Mod army morale.png Morale Requirements Description
Army defense.png Defense Army 2.25 - 4.50 2.25 - 4.50 250 250 Biological pops
Defense armies are powerful, but cannot be transported from the planet.
Army defense m.png Robotic Defense Army 1.50 - 3.00 1.50 - 3.00 250 Immune Mechanical Mechanical pops
Cold and heartless killing-machines designed only for war. They pursue their objectives relentlessly, and are impervious to the shattering effects of poor morale that so often plague organic combat units.
Army defense m.png Drone Grid 1.65 - 3.30 1.65 - 3.30 220 Immune Machine Machine pops
These autonomous sentinel drones will incessantly patrol their assigned sectors. Though lightly armed and not very intelligent, they are legion.
Army undead.png Undead Defense Army 2.25 - 4.50 3.93 - 7.87 350 Immune Reanimators At least one Necromancer Necromancer is present
Undead soldiers lifted from the grave by necromancers, brought back to life to protect our planets from all that might threaten them!
Army xenomorph.png Offspring-Led Army 2.62 - 5.25 3.41 - 6.82 400 Immune Origins progenitor hive.png At least one Spawning Drone Offspring Drone is present
Under the direct supervision of the local Offspring, the armies are both deadlier and more challenging to kill than anything a regular hive-mind could produce.
Army defense.png Fanatic Guardians 4.50 - 9.00 4.50 - 9.00 500 500 Sovereign GuardianshipCorporate Protectorate Individualist Sovereign Guardianship
Stoic defenders of our homeland, these unshakeable soldiers are most effective when protecting those with whom they share a close relationship.
Army defense m.png Matrix Unit 3.30 - 6.60 6.60 - 13.20 440 Immune Guardian ClusterGuardian Matrix Gestalt Sovereign Guardianship
These highly lethal protective drones are most effective kept in close proximity to all other strategic nodes.
Army defense m.png Sentinels 6.00 - 12.00 30.00 - 60.00 1400 Immune Archaeology map icon.png The Sentinels archaeological site
Living statues with a mechanical core, bodies humming and skin glowing, radiation pulsating from their cores, ready to rain destruction on their enemies!
Army xenomorph.png Titanic Guardian 3.00 - 6.00 6.00 - 12.00 1000 600 Titanic Lifeforms event chain
While less aggressive than the Titanic Beast, the Titanic Guardian is still a powerful defensive fighter.

Pre-FTL armies[edit | edit source]

Pre-FTL armies are only used by primitive civilizations. They are weaker than any army and even the strongest Pre-FTL army can easily be defeated by an equal number of any regular army.

Type Mod army damage mult.png Base Damage Army morale damage Morale Damage Mod army health.png Health Mod army morale.png Morale Ages
Primitive Army 0.15 - 0.30 0.15 - 0.30 100 160 Bronze Age - Steam Age
Industrial Army 0.60 - 1.20 0.60 - 1.20 100 160 Industrial Age - Machine Age
Post-Atomic Army 0.90 - 1.80 0.90 - 1.80 200 200 Atomic Age - Early Space Age
Ketling Army 0.90 - 1.80 0.90 - 1.80 200 200 Pre-FTL Ketlings

Assault armies[edit | edit source]

An empire can recruit assault armies from a world based on the species living there. The species must not have Military Service Exempt Military Service rights to recruit an army from that species. An empire cannot recruit more assault armies from a species than the total number of pops of that species living in the empire, with the exception of Army clone.png Clone Armies and Army undead.png Undead Armies. Armies not tied to a species, such as the Army xenomorph.png Xenomorph Army, are unlimited unless otherwise specified.

Unlike defense armies, assault armies are based primarily in space and each recruited army boards a transport ship. Transport ships are unarmed but automatically upgraded with the latest defense and utility components, including cloaking devices. Assault armies can also be ordered to land on any owned or allied world to provide additional defense.

Assault armies have a chance to cause Mod army collateral damage mult.png Collateral Damage, which will increase planet Devastation.png Devastation and have a chance to kill pops, buildings or districts. The chance to kill pops scales with the number of pops on the planet. The last 300 pops cannot be killed by Mod army collateral damage mult.png Collateral Damage. Assault armies that are defending a planet cause 75% less Mod army collateral damage mult.png Collateral Damage.

Type Mec. Cost Bio. Cost Time Upkeep Mod army damage mult.png Damage Army morale damage Morale Damage Mod army collateral damage mult.png Mod army health.png Mod army morale.png Mod country war exhaustion.png Requirements Species Description
Army assault.png Assault Army Minerals.png 100 Food.png 125 Time 90 Energy Credits.png 1 Mod army damage mult.png 1.50 - 3.00 Army morale damage 1.50 - 3.00 100% 200 200 100% No.pngOrigins wilderness.png Wilderness origin Organic
Assault armies come with their own transports and can invade other planets.
Army slave.png Slave Army Minerals.png 50 Food.png 63 Time 60 Energy Credits.png 0.5 Mod army damage mult.png 1.50 - 3.00 Army morale damage 1.12 - 2.25 150% 200 150 50% Slave Processing Facility Slave Processing Facility Organic
(enslaved)
Slave soldiers who serve their masters on the battlefield. Most are conscripted by force, but many slaves volunteer in a desperate attempt to increase their food rations or escape from grueling labor.
Army clone.png Clone Army Minerals.png 75 Food.png 94 Time 30 Energy Credits.png 0.75 Mod army damage mult.png 1.50 - 3.00 Army morale damage 1.50 - 3.00 125% 200 200 50% Gene Banks Gene Banks
No.pngOrigins wilderness.png Wilderness origin
Organic
Specialized clones that reach adulthood in a matter of months. With a natural lifespan of less than a decade, their lack of personal initiative is deemed an acceptable trade-off for their total obedience to officers.
Army robotic.png Robotic Assault Army Minerals.png 150 Minerals.png 150 Time 90 Energy Credits.png 1.5 Mod army damage mult.png 1.50 - 3.00 Army morale damage 1.50 - 3.00 150% 400 Immune 50% Artificial Specialists Artificial Specialists
Robotic Workers Robotic Workers policy is Allowed
Mechanical
Cold and heartless killing-machines designed only for war. They pursue their objectives relentlessly, and are impervious to the shattering effects of poor morale that so often plague organic combat units.
Army psionic.png Psionic Army Minerals.png 250 Food.png 313 Time 120 Energy Credits.png 2.5 Mod army damage mult.png 3.00 - 6.00 Army morale damage 4.50 - 9.00 50% 350 500 300% Tech telepathy.png Telepathy Organic
(Psionic with Utopia.png)
Soldiers gifted with psionic abilities. Their focus on destructive psionic powers has led to drastically different tactics and strategies on the battlefield - their first objective is always to remove the enemy's willingness to fight.
Army xenomorph.png Xenomorph Army Minerals.png 200 Food.png 250 Time 100 Energy Credits.png 2 Mod army damage mult.png 3.00 - 6.00 Army morale damage 6.00 - 12.00 500% 400 Immune 25% Tech morphogenetic field mastery.png Morphogenetic Field Mastery
No.pngOrigins wilderness.png Wilderness origin
None
Ravenous hordes of bio-engineered horrors made up of little more than teeth, claws and an instinctive urge to kill. A cadre of scientists monitor and supervise the raging swarms as best they can from hardened bunkers behind the front.
Army gene warrior.png Gene Warrior Army Minerals.png 300 Food.png 375 Time 150 Energy Credits.png 3 Mod army damage mult.png 3.00 - 6.00 Army morale damage 3.00 - 6.00 75% 500 500 300% Gene Seed Purification Gene Seed Purification
No.pngOrigins wilderness.png Wilderness origin
Organic
Genetically enhanced super soldiers. Recruits are typically chosen from the elite of the conventional military forces. These then undergo extensive gene therapy, and are made larger, stronger and faster than their former peers.
Army clone.png Perfected Clone Army Minerals.png 75 Food.png 125 Time 30 Energy Credits.png 1 Mod army damage mult.png 2.25 - 4.50 Army morale damage 2.25 - 4.50 50% 300 300 25% Cloning Cloning tradition tree Organic
Specialized units optimized for planetary assault. Reward pathways and custom, epigenetic training give these clones combat instincts that rival those of soldiers with decades of experience.
Army undead.png Undead Army Energy Credits.png 100 Energy Credits.png 100 Time 60 Energy Credits.png 0.75 Mod army damage mult.png 1.50 - 3.00 Army morale damage 2.40 - 4.80 125% 200 Immune 50% Necromancer Necromancer jobs Organic
Undead soldiers lifted from the grave by necromancers. Freed from the fear of death, they strike terror into the hearts of their enemies with their foul bearing and ferocity in battle!
Army assault m.png Cybrex Warform Alloys.png 250 Alloys.png 250 Time 500 Energy Credits.png 8 Mod army damage mult.png 7.50 - 15.00 Army morale damage 15.00 - 30.00 500% 1400 Immune 400% R war forge.png Cybrex War Forge relic
Empire Capital Empire Capital
None
This titanic robot towers over most buildings, with enough firepower to devastate cities.
Army flamestorm.png Flamestorm Troopers Astral threads.png 100 Astral threads.png 100 Time 150 Energy Credits.png 3 Mod army damage mult.png 3.00 - 6.00 Army morale damage 9.00 - 18.00 500% 600 600 50% Astral rift map icon.png Siege of Paradise astral rift Any
Geared for incendiary warfare, these squads tend to inflict considerable amounts of collateral damage.
Army xenomorph.png Warplings Astral threads.png 100 Astral threads.png 100 Time 100 Energy Credits.png 1
Astral threads.png 0.1
Mod army damage mult.png 7.50 - 15.00 Army morale damage 15.00 - 30.00 50% 500 Immune 50% Astral rift map icon.png Abandoned Complex astral rift None
Otherworldly creatures engineered for war, these armored hatchlings are able to instantly traverse small distances, allowing the execution of impressive flanking and ambush maneuvers.
Army xenomorph.png Titanic Beast Minerals.png 300 Food.png 375 Time 90 Energy Credits.png 1 Mod army damage mult.png 4.50 - 9.00 Army morale damage 9.00 - 18.00 300% 1000 600 200% Titanic Lifeforms event chain
Only 3 can be recruited
None
This Titanic Beast is a vastly powerful fighter.
Army xenomorph.png Azizian Army Minerals.png 250
Energy Credits.png 50
Food.png 313
Energy Credits.png 50
Time 90 Energy Credits.png 1 Mod army damage mult.png 4.50 - 9.00 Army morale damage 9.00 - 18.00 100% 1000 400 100% Ice Alien event chain
Only 3 can be recruited
None
The Azizians make titanic murderous slugs, crushing their foes, secreting a sticky fluid.
Army imperial legion.png Imperial Legion Minerals.png 300 Food.png 375 Time 150 Energy Credits.png 3 Mod army damage mult.png 3.75 - 7.50 Army morale damage 3.75 - 7.50 75% 600 600 300% Galactic Emperor Galactic Emperor
Resolution imperial institutions.png Imperial Legions resolution
Only 12 can be recruited
None
The elite soldiers of the Galactic Imperium, recruited from all member nations. Drilled and conditioned into ruthless killing machines, they are fanatically loyal to the Imperium.
Army wilderness.png Presapient Horde No.png Food.png 200 Time 90 Energy Credits.png 1
Food.png 1
Mod army damage mult.png 2.25 - 4.50 Army morale damage 2.80 - 5.60 500% 650 100 0% Origins wilderness.png Wilderness origin None
Fierce creatures possessed of just enough cunning and raw stamina to ensure the savage destruction of any they regard as foes.

Machine armies[edit | edit source]

The following armies can only be recruited by empires with a Machine Machine founder species and only from robot species. If the empire has Auth machine intelligence.png Machine Intelligence authority the armies will also be immune to Morale damage.

Individualist Individualist army Auth machine intelligence.png Machine Intelligence army Mechanical cost Biological cost Time Upkeep Mod army damage mult.png Base Damage Army morale damage Morale Damage Mod army collateral damage mult.png Mod army health.png Mod army morale.png Mod country war exhaustion.png Required technology Uses species
Army assault m.png Combat Android Army Army assault m.png Hunter-Killer Army Minerals.png 100 Food.png 125 Time 90 Energy Credits.png 1 Mod army damage mult.png 1.50 - 3.00 Army morale damage 1.50 - 3.00 200% 200 200 50% Yes.png
Army assault m.png Advanced War Android Army Army assault m.png Battle Frame Army Minerals.png 200 Food.png 250 Time 120 Energy Credits.png 2 Mod army damage mult.png 2.25 - 4.50 Army morale damage 3.00 - 6.00 200% 500 300 100% Adaptive Combat Algorithms Adaptive Combat Algorithms Yes.png
Army assault m.png Mega War Android Army assault m.png Mega-Warform Minerals.png 800 Food.png 1000 Time 500 Energy Credits.png 8 Mod army damage mult.png 6.00 - 12.00 Army morale damage 9.00 - 18.00 400% 1200 400 400% Biomechanics Biomechanics No.png

Non-buildable armies[edit | edit source]

The following armies cannot be recruited and can only be obtained from events.

Type Upkeep Mod army damage mult.png Base Damage Army morale damage Morale Damage Mod army collateral damage mult.png Mod army health.png Mod army morale.png Mod country war exhaustion.png Requirements
Army xenomorph.png Xenofloran Army Mod army damage mult.png 3.00 - 6.00 Army morale damage 6.00 - 12.00 500% 400 Immune 25% Origins gardeners.png Fruitful Partnership Grow Armies special project
Army assault.png Mercenary Army Energy Credits.png 2 Mod army damage mult.png 1.65 - 3.30 Army morale damage 1.65 - 3.30 250% 200 100 50% Overlord Purchased from a Mercenary enclave
Army assault.png Mechanized Mercenary Army Energy Credits.png 5 Mod army damage mult.png 3.3 - 6.6 Army morale damage 3.3 - 6.6 300% 360 200 50% Overlord Purchased from a Mercenary enclave
Army psionic.png Psionic Avatar Mod army damage mult.png 7.50 - 15.00 Army morale damage 15.00 - 30.00 100% 1400 Immune 500% Utopia.png Shroud event
Army assault m.png Nanite Warform Mod army damage mult.png 15.00 - 30.00 Army morale damage 90.00 - 180.00 500% 3600 Immune 400% Distant Stars.png A Quiet Stroll event
Army undead.png Skeletal Giant Energy Credits.png 1.5 Mod army damage mult.png 4.50 - 9.00 Army morale damage 13.50 - 18.00 350% 1400 Immune 50% Reanimators Reanimators
Strange Mountain Formation anomaly

Devastation[edit | edit source]

Devastation is a measure of damage inflicted on a world's infrastructure. Values range from 0 to 100%. Every 1% Devastation causes a 1% decrease in Mod planet housing.png housing, Amenities.png amenities, Trade value.png trade value, Mod pop resource output.png resources from jobs, Upkeep upkeep from jobs and Mod pop growth speed.png pop growth speed. Pops will not automatically resettle to a world that has greater than or equal to 10% Devastation.

Devastation is primarily caused by orbital bombardment and, to a lesser degree, by Mod army collateral damage mult.png Collateral Damage. Assault armies have a Mod army collateral damage mult.png Collateral Damage modifier that quantifies how quickly they cause devastation.

Devastation decreases by 0.05% daily if the world is not being invaded or orbited by a hostile fleet.

Devastation.png Devastation Orbital Bombardment FTL magnet.png FTL inhibitors D huge tree.png Tree of Life Mod planet migration all pull.png Immigration
Damage.png Damage to armies Undesirables Kills pops
0%-9.9% 50% No.png Functional Alive Yes
10%-24.9% 50% No.png Functional Alive No
25%-49.9% 100% Yes.png Functional Alive No
50%-74.9% 100% Yes.png Disabled Destroyed No
75%-100% 200% Yes.png Disabled Destroyed No

References[edit | edit source]

Game concepts
Exploration ExplorationFTLUnique systemsL-ClusterPre-FTL speciesFallen empireSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationPlanetary featuresPlanet modifiers
Discovery DiscoveryAnomalyArchaeological siteAstral riftRelicsCollection
Species SpeciesPop modificationBiological traitsMachine traitsPopulationSpecies rightsEthics
Leaders LeaderCommon leader traitsCommander traitsOfficial traitsScientist traitsParagons
Governance EmpireOriginGovernmentCivicsCouncilAgendasPoliciesEdictsFactionsTraditionsAscension perksSituations
Economy ResourcesPlanetary managementDistrictsJobsDesignationTradeMegastructures
Buildings Planet capitalCommon buildingsUnique buildingsHoldings
Ships ShipShip designerCore componentsWeapon componentsUtility componentsMutationsOffensive mutations
Technology TechnologyPhysics researchSociety researchEngineering research
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseCrisis
Others EventsThe ShroudPreset empiresAI playersStat modifiersConsole commandsEaster eggs