Console:Spaceborne aliens
Spaceborne aliens are spacefaring forms of life which will likely be the first aliens that new spacefarers will encounter. Every difficulty level above Ensign increases the power of Leviathans and Marauder Empires, with the exact raised stats varying for each. Other Spaceborne Aliens are not affected by the difficulty level.
Space creatures[edit source]
Space creatures are entities which may not even classify as ships or life in the common meaning of the words. They generally inhabit a certain area of space and are seldom seen away from it. Upon First Contact completion a special project will be added to the situation log, which when completed will allow an empire to deal with them in three ways:
- Researching unlocks a special project for detailed research that will grant a choice between an empire modifier and possibly a creature technology.
- Hunting will grant a +33% damage bonus empire modifier towards that type of Space Creature, and resources rewards upon killing them. If the creatures cannot be pacified the option is available to all empires, otherwise it is only available to
Militarist,
Xenophobe and
Genocidal empires.
- Pacify will unlock a special project that costs 5000
Physics research and allows an empire to turn the space creatures non-hostile and unlock the ability to research all special components the creatures use. Only 2 of the 5 Space Creatures can be pacified. This option is available to
Pacifist or
Xenophile Empires. If the Galactic Community is formed the Space Amoeba pacification modifier can be offered to all members by passing the Space Amoeba Protection Act Resolution.
If killed, space creatures will slowly respawn in their home system.
Space Creatures | Research option bonuses | Hunting | Pacifying | Type | Home System | Tactics | |||||||||
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Ancient Mining Drones | Cost: 2000 ![]() ![]() |
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Can expand | Contains 2 normal mining stations and the Home Base Ore Grinder. Each station is guarded by two fleets, one purely destroyers and one made of drones. Destroying Home Base Ore Grinder grants 4000 ![]() ![]() ![]() ![]() |
Ancient Mining Drones use regular components. The Cutting Lasers can be salvaged.
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Crystalline Entities | Cost: 2000 ![]() ![]() OR ![]() |
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Can expand | Contains Crystal Nidus, a large crystalline structure guarded by 4 elite fleets. The system can be safely explored and claimed if the crystalline entities have been pacified. As their home system has a pulsar, shields will be useless when attacking it. |
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Space Amoeba | Cost: 2000 ![]() ![]() OR ![]() |
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Migratory | Always called Amor Alveo, its various celestial body deposits produce in total 8 ![]() ![]() ![]() ![]() ![]() ![]() |
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Void Clouds | Cost: 2000 ![]() ![]() |
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Stationary | Always called Great Wound, it is a black hole cluster guarded by 3 Void Cloud fleets. Most black holes have deposits of 4 ![]() ![]() |
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Tiyanki Space Whales | ![]() |
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Passive unless attacked | Migratory | Always called Tiyana Vek, it contains 4 Gas Giants. Each one has a deposit of 6 ![]() ![]() |
Tiyanki fleets can consist of Cows, Bulls, Calves and Hatchlings. Regenerative Hull Tissue can be salvaged.
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VLUUR[edit source]
VLUUR is a powerful migrating Void Cloud that has around 32K Fleet Power and is armed with 8 Cloud Lighting weapons. For as long as VLUUR is in a system it will cause a storm that causes −50%
Sublight Speed and −15%
Fire Rate on ships. VLUUR moves to a new system every 4-7 years.
VLUUR is not hostile but can be attacked. It has powerful shields and high Evasion, but low hull, and can be defeated deceptively easily with missile weapons. Defeating VLUUR grants 100 Dark Matter, and will create various deposits of 1-3
Dark Matter on up to 4 planets in the system it's defeated in.
Bemat Thalassocracy[edit source]
The Bemat Thalassocracy is a hostile fleet that can appear after the end-game year is reached. It will appear in a system owned by an empire that produces at least 180 Trade Value. The fleet is made up of the following ships:
40 corvettes | 35 destroyers | 34 cruisers |
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Nomads[edit source]
- Nomads are replaced by Caravaneers if the
MegaCorp DLC is enabled.
The Nomads, or Namarians as they call themselves, are a passive millennia old intergalactic race with no homeworld, forever traveling the void in their starships. Once they establish communications the nomads will help establish communications between any encountered empires that haven't discovered each other yet. They travel from system to system during their temporary stay in the galaxy, and will eventually set sail for another one. Events related to them can take place during their stay.
The date when and if the Nomads arrive is rolled at game start, with the following chances per human player:
- 20% chance to appear after 7,300 to 7,800 days (roughly 20.28 to 21.67 years)
- 25% chance to appear after 14,600 to 15,100 days (roughly 40.56 to 41.94 years)
- 25% chance to appear after 20,075 to 20,575 days (roughly 55.76 to 57.15 years)
- 30% chance to not trigger (they may still appear if another human player rolls them)
If more than one player triggers the Nomads, they will spawn a single time on the earliest rolled date.
When they arrive, the Nomads spawn in a random non-hostile rim System that no default empire has more than low intel on. Upon appearing, they will decide the midpoint and endpoint systems of their journey.
- Midpoint: A random non-hostile system with a distance of 250 to 500 from their starting system. If they can't find one they'll settle for any system with a distance of 150 to 500, whether or not it's hostile.
- Endpoint: A random rim system with a distance of 400 to 1450 from their starting system. If they can't find one they'll settle for any system with a distance of 250 to 1450. They don't check for hostile in their endpoint system.
On their journey Nomads will perform an action when entering a system. Those actions depends on if the system has an owner and what their relationship with the owner is. If the system is owned by an empire they haven't contacted and isn't hostile to them, they will start orbiting a random planet in the system until contact is established. The system owner is unable to decipher their communications but contact will always be established by them after 100 days. After contact is established they will send the owner a request. If they enter another system owned by the same empire they will roll for a request again. Each interaction has the following chances:
- 30% - Ask to leave some pops on an owned planet within your borders. If you agree, three
Egalitarian Namarian pops spawn on a random
Arid,
Desert, or
Savannah colony you own. A colony is 6 times as likely to be chosen if it has more than 0 free housing and 11 times as likely to be chosen if it has more than 1 free housing. Namarians are Immortal and have the
Desert Preference,
Nomadic,
Venerable and
Natural Engineers traits.
- ×0 If the system owner does not have a colony on a Dry planet
- ×0 If the system owner is a
Hive Mind
- ×0.75 If they've already left pops with the system owner
- ×1.5 If they haven't left pops with the system owner yet and the system owner is some degree of Xenophile, Egalitarian, or Spiritualist
- ×0.3 If the system owner's slavery
policy is set to Allowed
- 30% - Ask for an uncolonized planet to colonize, forming a new empire. If you agree, you gain 150 to 300
influence and a random uncolonized
Arid,
Desert,
Tropical,
Ocean, or
Gaia world within your borders becomes the capital of a new single-system Namarian empire. The new empire has
Democratic authority, the
Egalitarian,
Spiritualist, and
Xenophile ethics, random civics, and a decaying
+100 Opinion modifier towards you. The empire starts with 14
Egalitarian Namarian pops that have their climate preference trait changed to match their new planet, 1000 energy and minerals, and 500 influence. Because they start with no other resources, no buildings, and no districts, this new empire immediately starts suffering from food and consumer goods deficits, housing shortages, and unemployment.
- ×0 If the system owner doesn't control an uncolonized
Tundra,
Arid,
Desert,
Tropical,
Continental, or
Gaia world in an uninhabited system.
- Because of differences between the planet classes the Nomads look for when triggering the event and the planet classes they actually can actually choose to colonize, this event may fail if you have an available
Tundra or
Continental world but not one of the classes the Nomads can use.
- It's possible for the Nomads to colonize a Spiritualist fallen empire's holy world this way, resulting in a very short-lived empire.
- Because of differences between the planet classes the Nomads look for when triggering the event and the planet classes they actually can actually choose to colonize, this event may fail if you have an available
- ×0 If the system owner is a
Hive Mind
- ×0.5 If they've already colonized a planet from any empire
- ×1.75 If they haven't colonized a planet yet and the system owner is some degree of Xenophile, Egalitarian, or Spiritualist
- ×0 If the system owner doesn't control an uncolonized
- 30% - Sell 5 or 15 Cruisers.
- 10% - Move on with no request.
If the system has no owner, isn't hostile, and isn't the mid- or endpoint of their journey, they will perform a peaceful action with the following chances:
- 10% - Repair fleet and build new ships.
- ×10 If under 3k Fleet Power
- ×5 If under 5k Fleet Power
- ×0 If over 10k Fleet Power or have built new ships within the last 120 days
- 80% - Pick a random planet and wait in orbit for 40–50 days. Afterwards, they have a 25% chance to move on and 75% chance to pick another planet in the system to orbit. They will orbit a maximum of three planets this way before moving on.
- ×0 If less than 1.5k Fleet Power
- 10% - Move on without doing anything.
While the Nomads are inherently peaceful, a fight can be picked in order to get access to their technology. Nomads are easy prey but their technology is just average by midgame, making this rarely useful. The nomad fleet consists of the following:
20 Protectors | 3 Ark Ships |
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Enclaves[edit source]
Enclaves are neutral NPC spawned factions. They do not own any planets, but consist of large enclave stations. They primarily exist to be interacted with via Diplomacy Menu using the "Others" filter. Each of them has two or three basic interactions, and a number of restricted interactions that can only be used after sufficient Opinion is reached.
Their maximum Opinion is 100, and an empire builds opinion with them by using their services or having starbases in their systems. +1 opinion is gained each year. This is not cumulative when owning multiple systems with the same enclave.
The primary resource for interacting with enclaves is Energy. Most actions are repeatable, but some of the actions also have an increasing cost. The price increases as an empire's population goes past certain thresholds:
Pops | ![]() |
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0-60 | 1000 |
61-120 | 2000 |
121-180 | 3000 |
181-240 | 4000 |
241+ | 5000 |
During the renewal request after a modifier runs out, the player will be able to renew the deal for a sum of energy credits which scales with the number of the empire's population. With Trader enclaves you will be asked how many monthly units (of the respective rare resource sold by the enclave) you want to buy.
Enclave | Option | Effect | ![]() |
Requirements | DLC |
---|---|---|---|---|---|
Curator Order![]() |
Research aid | +10% ![]() |
+20 | ![]() |
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Mysteries of the Universe - not known | Adds a Leviathan point of interest to the situation log | +10 | ![]() | ||
Mysteries of the Universe - how to defeat | Adds a permanent +25% ![]() |
+20 | ![]() ![]() ![]() ![]() | ||
Mysteries of the Universe - how would fare | Compares the total fleet power against the Guardians
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+20 | ![]() ![]() ![]() ![]() | ||
Establish Think Tank | Allow the construction of ![]() ![]() |
0 | ![]() | ||
Recruit scientist | Gain a level 5 ![]() ![]() |
0 | ![]() ![]() No ![]() | ||
Buy Intelligence | Gain +20 ![]() |
+10 | ![]() ![]() | ||
Infinity mystery | Gain 1000-10000 ![]() |
0 | ![]() ![]() | ||
L-Gates | Gain an L-Gate Insight | +20 | ![]() ![]() ![]() | ||
Artisan Troupe![]() |
Become patron | Gain the Patron of the Arts modifier for 10 years (+10% ![]() |
+20 | ![]() |
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Commission art piece | Gain the ![]() |
+10 | ![]() ![]() | ||
Found Art College | Allow the construction of ![]() ![]() |
0 | ![]() | ||
Organize festival | Gain the Festival of Worlds modifier for 10 years (+15% ![]() ![]()
|
+15 | ![]() ![]() | ||
Traders![]() |
Strategic Resource deal | Provides a unit of a rare resource for 10 years. The resource amount can be scaled up to 5 times. Resources vary based on which specific trader Enclave is encountered: | +5 to +25 | ![]() ![]() |
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Seek expertise | Gain an immortal level 5 ![]() ![]() |
0 | ![]() ![]() ![]() | ||
Salvagers![]() |
Scrap a fleet | Disbands a fleet and gain ![]()
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+10 | ![]() ![]() ![]() |
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Reclaimed vessels | Purchases 1 or 10 ships based on other empire' designs | +1 to +5 | ![]() ![]() ![]() ![]() ![]() | ||
Salvage some debris | Automatically investigate up to 3 debris fields in 90 days | +5 | ![]() ![]() ![]() | ||
Engineering research | +15% ![]() |
+5 | ![]() ![]() ![]() | ||
Salvage Works buildings | Allow the construction of ![]() ![]() |
+10 | ![]() ![]() | ||
Aid with construction efforts | +10% ![]() |
+5 | ![]() ![]() ![]() ![]() | ||
Shroud-Touched Coven![]() |
What is to be our fate | Starts a Sign of the Visitor situation which can trigger various events or create anomalies | +10 | ![]() ![]() |
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Send us a teacher | Enables the ![]() |
+10 | ![]() ![]() ![]() | ||
Insight on another empire | Starts a Shroudwalker Insight situation which will give the following reward when completed: | +10 | ![]() ![]() ![]() ![]() ![]() | ||
Travel via the Shroud | Allow the construction of ![]() |
+10 | ![]() ![]() ![]() |
Mercenary enclaves[edit source]
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Available only with the Overlord DLC enabled. |
Mercenary enclaves can be created by most empires via a special fleet order. The requirements to create it are:
- Does NOT have gestalt consciousness Ethic
- Fleet needs an admiral (which you lose)
- Fleet Size is greater than or equal to 50
- Sufficient mercenary capacity
Mercenary Enclave Capacity defaults to 0 and can be obtained through the following:
+1 from Warrior Culture civic
+1 from Barbaric Despoilers civic
+1 from Private Military Companies civic
+1 from Lord of War ascension perk
+1 from Defense Privatization resolutions 1-3
+2 from Defense Privatization resolutions 4-5
+2 from Naval Contractors civic
Creating a mercenary enclave requires a fleet of size 50 or larger led by an admiral in an owned system with a moon or asteroid, and no enclave already present, and costs 1500 energy,
2000 alloys, and
100 influence. Once the order is given, the enclave will construct its station in the fleet's current system. Mercenary enclaves provide the following services:
- Empires can rent a mercenary fleet for 10 years and gain
+15 opinion for an
energy cost that scales with the enclave's opinion and tier. The contract can be renewed at any point for an additional
energy cost and
+5 opinion. Mercenary fleets are led by admirals with the
Mercenary Warrior trait. If the mercenary enclave station is attacked, all mercenary fleets are recalled, and their clients are refunded between
3000-44000 energy, depending on enclave tier.
- Empires that have at least
20 opinion with the enclave can pay
600, 1100, or 2000 energy to hire
5, 10 or 15 mercenary armies. If the enclave is at least tier 4, empires can also pay
1200 or 2300 energy to hire
5 or 10 mercenary mechanized armies. All options will grant
opinion equal to the number of armies hired, plus 5 additional opinion if hiring a mechanized army.
- Empires that have at least
30 opinion with the enclave can buy
+15% naval capacity for 10 years. This costs between
1000 and 5000 energy based on current capacity and gives
+15 opinion.
- Empires that have at least
40 opinion with the enclave can pay
1000 energy to unlock the
Mercenary Garrison starbase building and gain
+15 opinion.
- Empires that have at least
50 opinion with the enclave can pay
1500 or 5000 energy to gain
+15% damage versus a mid-game or end-game crisis.
The empire that owns a mercenary enclave's system, initially its founder, is the enclave's patron. Patrons have slightly reduced prices and receive a dividend at regular intervals. The dividend interval is mechanically a situation, and the base progress rate is +0.417 per month, resulting in a total time of 20 years. With all positive modifiers maxed out, the interval is a mere 1.83 years, though that relies on a non-patron hiring the fleet. More consistently, with the patron hiring the fleet, the minimum interval is 2.25 years. The rate is increased (and thus total interval descreased) by the following:
The dividend can be in the form of basic resources, research, or a fleet if the patron is using less than 95% of their Naval Capacity; there is also a small chance of a special dividend or no dividend.
Patrons that have at least 80 opinion with the enclave can ask it to recall a fleet hired by another empire for a scaling cost and
−15 opinion; the fleet is recalled after 6 months and then 3 months later hired to the patron for 10 years. The patron can also offer to upgrade the enclave, up to 5 times; upgrading improves the tier of its weapons and grants
+20 opinion each time, but also increases the fleet recall costs.
Mercenary enclaves build and upgrade ships the same way playable empires do, using all technologies researched by the empire that founded the enclave at the time of the founding. The enclave's patron can grant the enclave all its researched technologies, gaining +1000 energy and
+15 opinion.
Attacking enclaves[edit source]
While enclaves will never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. With around 10k fleet power and highest level weapons they are no easy prey. Various rewards can be salvaged from their remnants, depending on the type of enclave destroyed.
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Loadout | ![]() | |||||
Reward | ||||||
AI Opinion change | −15 | 0 | −15 | 0 | 0 | 0 |
Enclave stations do not drop debris for salvage. Attacking a Curator, Artisan or Shroud-Touched enclave will make every enclave station of the same type unavailable for trade.
Crystalline empire[edit source]
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Available only with the Federations DLC enabled. |
If playing with the Void Dwellers origin (AI empires can't trigger it) then there is a 1% chance that during the mid-game a unique enclave known as the Crystalline Empire will spawn near the galactic core. Its system does not have hyperlane connections but will have a wormhole to a random system in the galaxy. Empires that are not
Genocidal and did not attack them can offer to help them every 20 years to receive one of the following:
- 1 use of the
Settle Crystalline Refugees decision on a
Habitat for 10 years (10
Influence for 5
Pops)
- 1 use of the
Crystalline Construction decision on a
Habitat for 10 years (10
Influence for +8
Housing and −10%
Building Cost)
- A level 7
Scientist
Destroying the Crystalline Empire enclave grants no rewards.
Enigmatic Cache[edit source]
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Available only with the Distant Stars DLC enabled. |
The Enigmatic Cache, or BALDOR as it calls itself, is a tubular entity that will emerge from any Gateway or L-Gate once the mid-game year is reached if any player empire is at peace and set course for the nearest empire that is not at war. Upon taking damage to its hull it will instantly teleport away to the closest system with a Gateway or L-Gate.
Once the Enigmatic Cache enters an empire's borders it will start orbiting each one of the empire's colonies for a decade. As long as it orbits a colony it gives it a +30% Research Output modifier but also −10%
Happiness to any pops with the
Xenophobe ethic. The first time it happens the empire will get the option of issuing a special project to study it or leave it alone for 50
Influence. The special project costs 2500
Engineering research and finishing it refunds 90-250
Engineering research and grants an L-Gate insight. Once all colonies have been scanned the Enigmatic Cache will set course for the nearest empire and repeat the process.
Enigmatic Uplifting
After all colonies in the galaxy have been scanned, the Enigmatic Cache will go to the capital of a biological empire that did not attack it and request to uplift the main species via a special project that takes 2 years. In multiplayer the human player with the lowest Relative Power is chosen, random if tied. In singleplayer the player empire is always chosen.
Enigmatic Dreams
If main species doesn't have intelligent or quick learners, 60 to 80 days into the project there's a 50% chance to be given the choice between aborted the uplift or inflicting the Fatigued modifier (−30% resources from jobs) on 60 random non-robotic main species pops that have one of the following jobs:
The modifier lasts until the uplift process is completed or aborted.
Alert
130 to 170 days into the project the empire will be notified that the Enigmatic Cache is deteriorating. 4 random non-robotic main species pops (with the same job restrictions as Enigmatic Dreams) gain the Vegetable modifier (−80% resources from jobs) until the uplift is completed or aborted, and the player is offered the following options:
- Abort the uplift, causing the Enigmatic Cache to teleport away and never return.
- Ignore it. Once the project is complete, the 4 pops with the Vegetable modifier gain the
Unlifted trait (−60%
Research), all other non-robotic main species pops gain the
Somewhat Uplifted trait (+10%
Research), and all of them will gain the PTSD modifier (−20%
Happiness) for 10 years. The Enigmatic Cache will remain in orbit above the capital and permanently give its
Research Output modifier.
- Issue a special project to repair the Enigmatic Cache with a construction ship. Once the uplift is complete, if the repair project was finished the main species will gain the
Uplifted trait (+10%
Researcher output and +25%
Leader Experience Gain) and lose the
Slow Learners trait. The Enigmatic Cache will also remain in orbit above the capital and permanently give its
Research Output modifier. If any pops from the main species didn't have the
Intelligent or
Quick Learners trait, there's a 75% chance they gain the Ignorance is Bliss modifier (−10%
Happiness) for 10 years.
Note: The traits do not give unique bonuses to leaders despite the tooltips saying they do.
References[edit source]
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics |
Governance | Empire • Government • Civics • Policies • Edicts • Leader • Factions • Technology • Traditions • Situations |
Economy | Economy • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |