Empire

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This article has been verified for the current PC version (3.1) of the game.
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. Civics are the second-most defining features of a space empire; they affect the finer details of the empire's internal structure as well as having certain effects on the empire's behavior.

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

Origin

The Origin represents the background of a species before it unified itself into an empire. In games with randomly generated AI empire most Origins are unique, meaning only one empire with that origin can be generated.

Origin Homeworld effects Empire effects Requirements Unique DLC
Origins gateway.png Galactic Doorstep None Unknown.png Start with a dormant Gateway which will bring the following in the first years:
  1. 100-1500 Alloys.png Alloys and/or Minerals.png Minerals
  2. A small space amoeba
  3. A special project that creates the From Gateway Sent archaeological site

Tech gateway construction.png If the Gateway is reactivated it unlocks the Gateway Construction technology

Yes.png
Origins default.png Prosperous Unification Pop.png Start with 4 additional Pops
District city.png Start with 2 additional Districts built
Mod pop happiness.png +15% Happiness for 20 years
Amenities.png +25% Amenities for 20 years
Mod pop resource output.png +10% Resources from Jobs for 20 years
Tech planetary unification.png Planetary Unification technology starts unlocked and can be researched No.png
Origins lost colony.png Lost Colony Pm planet from space.pngPm frame 1.png Start with the Colonial Spirit homeworld modifier
Mod habitability.png Homeworld does not get the +30 Habitability bonus
Unknown.png An Advanced Empire with the same species and random ethics will exist in the galaxy

Flag human 9.png Earth as Advanced Empire:

  • If the Lost Colony spieces uses the Human portrait, the randomized Advanced Empire will be created on Earth.
  • If playing the Commonwealth of Man or a Lost Colony edited from the Commonwealth of Man preset, the Advanced Empire will always be the United Nations of Earth.
  • If the Advanced Empire should spawn on Earth, but the Sol System is already used by a different Empire, it will not be generated.
No.pngGestalt consciousness.png Gestalt Consciousness Yes.png
Origins mechanist.png Mechanist Building Start with a Robot Assembly Plants building
Pop.png Start with 8 robot Pops
Tech powered exoskeletons.png Start with the Powered Exoskeletons technology researched
Tech robotic workers.png Start with the Robotic Workers technology researched
Mod pop robot upkeep mult.png -5% Robot upkeep
Materialist.pngFanatic Materialist.png Materialist No.png Utopia.png
Origins syncretic evolution.png Syncretic Evolution Pop.png Start with 12 Pops being of the second species Trait primitive.png Can create a second species with the Serviles trait No.pngGestalt consciousness.png Gestalt Consciousness
No.pngCivic shared burdens.png Shared Burdens
No.pngCivic fanatic purifiers.png Fanatic Purifiers
No.png Utopia.png
Origins tree of life.png Tree of Life D huge tree.png Start with a Tree of Life planetary feature, which grants the following effects:
  • Housing.png +10 Housing
  • Mod pop growth req.png +15% Pop Growth Speed
  • Pop resource society research mult.png +10% Society Research from Jobs
  • Mod district farming max.png +4 Max Agriculture Districts
  • Food.png 4 Food Upkeep
D huge tree.png Colonies start with a Tree of Life Sapling planetary feature, which grants the following effects:
  • Housing.png +5 Housing
  • Mod pop growth req.png +10% Pop Growth Speed
  • Pop resource society research mult.png +10% Society Research from Jobs
  • Mod district farming max.png +2 Max Agriculture Districts
  • Food.png 2 Food Upkeep

Decision resources.png Enables the Transplant Tree of Life Decision
Mod spaceport ship build cost mult.png Colony ships cost less Alloys but more Food
Devastation.png Tree of Life planetary features are removed at 50 Devastation
Pm bleak.pngPm frame 1.png Worlds without a Tree of Life planetary feature have the following effects:

  • Mod planet building build speed mult.png -50% Planet Build Speed
  • Mod pop resource output.png -25% Resources from Jobs
  • Upkeep +10% Upkeep from Jobs
  • Stability.png -5 Stability
Auth hive mind.png Hive Mind
No.pngCivic devouring swarm.png Devouring Swarm
No.pngCivic devouring swarm.png Terravore
Yes.png Utopia.png
Origins resource consolidation.png Resource Consolidation Planet ai.png Homeworld is a Machine World with no blockers
D veiny cliffs.png Start with a Consolidated Resources planetary feature that gives +25 Minerals.png Minerals
D station junk.png Start with an Malfunctioning Replicator Bay blocker that rewards 1 Job replicator.png Replicator job when cleared
D bubbling swamp.png Start with an Organic Slurry planetary feature that gives +15 Food.png Food if Civic machine assimilator.png Driven Assimilator
Energy.png Capital star has a deposit of 10 Energy.png Energy
Planet molten.png Other home system planets are broken or molten worlds with no resource deposits
Auth machine intelligence.png Machine Intelligence
No.pngCivic machine servitor.png Rogue Servitor
No.pngCivic machine catalytic processing.png Catalytic Processing
Yes.png Synthetic Dawn.png
Origins clones.png Clone Army Building Start with two Ancient Clone Vat buildings
Unknown.png After 3-5 years the Homeworld Excavation archaeological site appears
Unknown.png Excavating the archaeological site starts the Genetic Crossroads event chain
Building Can construct up to 5 Ancient Clone Vat buildings
Trait clone soldier.png Main species has the Clone Soldier trait
Trait clone soldier.png Admirals have the Clone Army Admiral trait
Tech cloning.png Start with the Cloning technology researched
Tech gene banks.png Start with the Gene Banks technology researched
Mod pop decline speed.png Losing Ancient Clone Vat buildings creates Pop Decline Speed
No.pngGestalt consciousness.png Gestalt Consciousness No.png DLC humanoids species pack.png
Origins life seeded.png Life-Seeded Planet gaia.png Homeworld is a size 25 Gaia World
D bubbling swamp.png Start with 1 Bubbling Swamp planetary feature
D crystalline caverns.png Start with 1 Crystalline Caverns planetary feature
D dust caverns.png Start with 1 Dust Caverns planetary feature
Trait pc gaia preference.png Main species has Gaia World Preference, which grants:
  • Mod habitability.png 100% habitability on Gaia Worlds
  • Mod habitability.png 0% habitability on regular planets
No.pngAuth machine intelligence.png Machine Intelligence
No.pngCivic idyllic bloom.pngCivic hive idyllic bloom.png Idyllic Bloom
No.png Apocalypse.png
Origins post apocalyptic.png Post-Apocalyptic Planet nuked.png Homeworld is a Tomb World Trait survivor.png Main species has the Survivor trait, which has the following effects:
  • Mod leader age.png Leader lifespan +10 years
  • Mod habitability.png Tomb World Habitability +70%
No.pngCivic agrarian idyll.png Agrarian Idyll
No.pngAuth machine intelligence.png Machine Intelligence
No.png Apocalypse.png
Origins remnant.png Remnants Planet nuked.png Homeworld is a size 22 Relic World
D city ruins.png Start with 5 Ruined Arcology blockers which unlock random techs when cleared
Pm planet from space.pngPm frame 1.png Guaranteed Habitable Worlds gain the Colonial Remains modifier when colonized, which grants −25% Building and District cost No.pngCivic agrarian idyll.png Agrarian Idyll Yes.png Ancient Relics.png
Origins lithoid.png Calamitous Birth D crater.png Start with a Massive Crater planetary feature
Pm asteroid impacts.pngPm frame 3.png Start with a Lithoid Crater homeworld modifier
Menu icon ship designer.png Can build Meteorite Colony Ships Trait lithoid.png Lithoid main species Yes.png Lithoids.png
Origins common ground.png Common Ground None Tradition diplomacy the federation.png Start with Diplomacy tradition tree adopted and with the Federation tradition
Federation default.png Start as the president of a Galactic Union Federation with two other members
Xenophile.png The two members will be Xenophile and share at least one ethic with the president
No.png There will be no Guaranteed Habitable Worlds regardless of game settings
Diplomacy opinion.png +100 Permanent Opinion to and from Federation members
Diplomacy trust.png +50 Trust to and from Federation members
No.pngXenophobe.pngFanatic Xenophobe.png Xenophobe
No.pngGestalt consciousness.png Gestalt Consciousness
No.pngCivic inwards perfection.png Inwards Perfection
No.pngCivic fanatic purifiers.png Fanatic Purifiers
No.pngCivic barbaric despoilers.png Barbaric Despoilers
Yes.png Federations
Origins hegemon.png Hegemon None Tradition diplomacy the federation.png Start with Diplomacy tradition tree adopted and with the Federation tradition
Federation hegemony.png Start as the president of a Hegemony Federation with two other members
Xenophile.png The two members will be Xenophile and share at least one ethic with the president
No.png There will be no Guaranteed Habitable Worlds regardless of game settings
No.pngXenophobe.pngFanatic Xenophobe.png Xenophobe
No.pngEgalitarian.pngFanatic Egalitarian.png Egalitarian
No.pngGestalt consciousness.png Gestalt Consciousness
No.pngCivic inwards perfection.png Inwards Perfection
No.pngCivic fanatic purifiers.png Fanatic Purifiers
Yes.png Federations
Origins doomsday.png Doomsday Planet barren.png Homeworld will become a Shattered World in 35 to 45 years
Devastation.png Start with 10 Devastation
Pm exploding planet.pngPm frame 2.png Start with the Doomsday homeworld modifier which worsens every decade
Planet barren.png A warning is given a year before the homeworld explodes
Planet barren.png No guaranteed habitable planets will spawn near the home system
Mod planet migration all pull.png Pops can be resettled from the homeworld regardless of ethics
Menu icon policies and edicts.png Enables the Evacuation Protocols Edict
Mod pop happiness.png +30% Empire Happiness for 5 years after the first planet is colonized
Yes.png Federations
Origins one the shoulders of giant.png On the Shoulders of Giants None Feature.png A random home system planet has the Ex Gravitas archaeological site
Feature.png Can get the On the Shoulders of Giants mid-game event chain
No.pngGestalt consciousness.png Gestalt Consciousness Yes.png Federations
Origins scion 1.png Scion None Diplomacy isvassal.png Start as a Scion of a Fanatic Materialist.png Fanatic Materialist or Fanatic Spiritualist.png Fanatic Spiritualist Fallen Empire
Diplomacy opinion.png +100 Opinion to and from the Overlord
Envoy action improving relations.png Overlord uses the Improve Relations diplomatic action with the Scion
Mod ship speed mult.png Start with a Wormhole leading to the Overlord's capital system
Unknown.png Gain a more powerful gift every few decades
Gain a temporary Fallen Empire fleet every 20 years if losing a war against a Superior empire
Creates a 1-system Fallen Empire if the game was started with none
No.pngFanatic Xenophobe.png Fanatic Xenophobe
No.pngGestalt consciousness.png Gestalt Consciousness
Yes.png Federations
Origins shattered ring.png Shattered Ring Planet ringworld.png Homeworld is a Shattered Ring World
D mining tunnels.png Start with 3 Decrepit Tunnels blockers
D metal boneyard.png Start with 4 Ancient Rubble blockers
Trait pc ring preference.png Main species has Ring World Preference, which grants:
  • Mod habitability.png 100% habitability on Ring Worlds
  • Mod habitability.png 0% habitability on regular planets

Planet ringworld.png Can repair two other sections of the home system
Planet ringworld.png Start with an irreparable section with a deposit of 5 Engineering research Engineering Research
Planet barren.png Start with a shattered world with a deposit of 10 Minerals.png Minerals
Energy.png Capital star has a deposit of 10 Energy.png Energy
No.png Cannot change the starting system
No.png No guaranteed habitable worlds will spawn regardless of game settings

No.pngCivic agrarian idyll.png Agrarian Idyll Yes.png Federations
Origin void dwellers.png Void Dwellers District hab science.png Start on a size 6 habitat built over a Research deposit
District mining.png Start on a size 4 habitat built over a Mining deposit
District hab energy.png Start on a size 4 habitat built over an Energy deposit
D station reactor.png Start with an Arcane Replicator planetary feature on the capital habitat
Trait pc ring preference.png Main species has Habitat Preference, which grants:
  • Mod habitability.png 100% habitability on Habitats
  • Mod habitability.png 0% habitability on regular planets

Trait void dweller positive.png Main species has the Void Dweller trait
Tech habitat.png Start with the Orbital Habitats technology researched
Tech habitat 2.png Habitat Expansion technology starts unlocked and can be researched
Tech eco simulation.png Start with the Hydroponics Farming technology researched if not Lithoid
Tech eco simulation.png Start with the Eco Simulation technology researched if not Lithoid
Tech powered exoskeletons.png Start with the Powered Exoskeletons technology researched if Lithoid
Tech space mining 1.png Start with the Zero-G Refineries technology researched if Lithoid
Job farmer.png Hydroponic farms have +1 Farmer Jobs
No.png Cannot change the starting system except for a special version of Sol
Unknown.png 1% chance to spawn the Cystalline Empire enclave during mid-game (player only)

No.pngGestalt consciousness.png Gestalt Consciousness
No.pngCivic agrarian idyll.png Agrarian Idyll
Yes.png Federations
Origins necrophage.png Necrophage Pop.png Start with 12 Pops being of the prepatent species
Building Start with a Chamber of Elevation building if not Genocidal
Trait necrophage.png Main species starts with the Necrophage trait
Pop cat ruler.png Only Necrophage Pops can be Leaders or take Ruler jobs
Building Can construct Chamber of Elevation buildings
Job purge.png Can use the Necrophage purge type
Pop.png Can create a second species
Tech centralized command.png Centralized Command technology starts unlocked and can be researched
Tech glandular acclimation.png With Glandular Acclimation converting Pops changes habitability to their current planet's
Job hunter.png Guaranteed Habitable Worlds contain primitive civilizations advanced up to Iron Age
No.pngXenophile.pngFanatic Xenophile.png Xenophile
No.pngFanatic Egalitarian.png Fanatic Egalitarian
No.pngCivic death cult.png Death Cult
No.pngCivic death cult corporate.png Corporate Death Cult
No.pngCivic empath.png Empath
No.png Necroids.png

Unplayable origins

The following origins have no effects and are not available to player empires.

Origin Source Description
Origins elder race.png Elder Race Fallen Empires This civilization greatly predates the current generation of galactic powers. Eons of stagnation gradually reduced their empire to a mere shadow of what it once was.
Origins enlightened.png Enlightened Enlightened pre-FTL civilizations The natural development of this civilization was greatly accelerated by the interference of another party, who helped them become a spacefaring culture.
Origins separatists.png Separatists Rebel empires This civilization came into being when it rebelled and seceded from another empire.
Origins khan successor.png Khanate Successor Horde successors This civilization arose out of the ashes of the Great Khan's mighty empire.
Origins hegemon.png Hegemon Subordinate Empires generated by the Hegemon Hegemon origin This civilization established early contact with their immediate alien neighbors. Gradually, over the span of a century, they were subordinated to one of those neighbors, who masterminded the birth of an interstellar union with them as its leader.

Capital

The capital is the ruling seat of an empire as well as the final destination for all its trade routes. An empire's capital can be moved once every 10 years for a cost of 250 Influence.png influence if the empire is at peace. An empire's capital planet and system are marked by gold star corners on the system and galaxy maps.

The capital has its own world designation with the following effects.

Authority Effects
Auth democratic.pngAuth oligarchic.pngAuth dictatorial.pngImperialAuth corporate.png Regular
  • Stability.png Stability +5
  • Amenities.png Amenities +10
  • Mod pop government ethic attraction.png Governing Ethics Attraction +100%
Auth hive mind.png Hive Mind
  • Stability.png Stability +5
  • Job maintenance drone.png Amenities +10
  • Job criminal.png Deviancy -20
Auth machine intelligence.png Machine Intelligence
  • Stability.png Stability +5
  • Job maintenance drone.png Amenities +10
  • Job criminal.png Deviancy -20
  • Mod pop resource output.png Drone Resource Output +5%

Empire sprawl

Empire sprawl is a measure of an empire's expansion. It is increased by 5 for each colony, 1 for each system, 1 for each district, 0.5 for each pop and 2 for each owned Branch Office. Empire sprawl can be affected by the following:

Source Effect
Pm slave riots.pngPm frame 3.png Stellar Culture Shock -50% Empire Sprawl from pops
Fanatic Pacifist.png Fanatic Pacifist ethic -30% Empire Sprawl from pops
Civic subsumed will.png Subsumed Will civic -20% Empire Sprawl from pops
Civic machine ota updates.png OTA Updates civic -20% Empire Sprawl from pops
Pacifist.png Pacifist ethic -15% Empire Sprawl from pops
Trait docile.png Docile species trait -10% Empire Sprawl from pops
Streamlined protocols.png Streamlined Protocols species trait -10% Empire Sprawl from pops
Menu icon traditions.png Finishing the Harmony / Synchronicity tradition tree -10% Empire Sprawl from pops
Tech psionic theory.png Psionic Theory technology -10% Empire Sprawl from pops
Resolution greater good.png The Greater Good resolution 4 -10% Empire Sprawl from pops
Trait unruly.png Unruly species trait +10% Empire Sprawl from pops
High bandwidth.png High Bandwidth species trait +10% Empire Sprawl from pops
Menu icon policies and edicts.png Nutritional Plenitude edict +10% Empire Sprawl from pops
Leader skill levels.png per Governor skill level -2% Empire Sprawl from pops
Source Effect
Civic private prospectors.png Private Prospectors civic -33% Empire Sprawl from systems
Civic franchising.png Franchising civic -25% Empire Sprawl from branch offices
Tradition domination protection racket.png Modular Depots tradition -25% Empire Sprawl from districts
Tech construction templates.png Construction Templates technology -10% Empire Sprawl from districts
Tradition expansion courier network.png Courier Network / Limited Autonomy / Extensible Software tradition -25% Empire Sprawl from systems and colonies
Menu icon policies and edicts.png Fortify the Border edict +10% Empire Sprawl from systems
Edict capacity.png per continuous edict beyond the Edict Capacity +25% Empire Sprawl total

Administrative capacity

Administrative Capacity represents the bureaucratic assets available to administrate the empire.

An empire's base Administrative Capacity is 30, which can be affected by the following:

Source Effect
Ap imperial prerogative.png Imperial Prerogative ascension perk +20%
Diplomatic stance isolationist.png Isolationist diplomatic stance policy +15%
Civic efficient bureaucracy.png Efficient Bureaucracy civic +10%
Civic divided attention.png Divided Attention civic +10%
Ancient Relics.png Oracle empire modifier +10%
Tech adaptive bureaucracy.png Adaptive Bureaucracy technology +5%
Tech effective bureaucracy.png Effective Bureaucracy technology +5%
Resolution diplomatic sanctions.png Minor Politics and Culture sanctions -10%
Resolution diplomatic sanctions.png Moderate Politics and Culture sanctions -20%
Resolution diplomatic sanctions.png Major Politics and Culture sanctions -30%
Source Effect
Auth corporate.png Corporate authority +20
Tech repeatable improved core planet cap.png Administrative Efficiency repeatable technology +15
Tech colonial bureaucracy.png Colonial Bureaucracy technology +10
Tech galactic bureaucracy.png Galactic Bureaucracy technology +10
Job coordinator.png Coordinator Job each +15
Job bureaucrat.png Bureaucrat Job each +10
Job synapse drone.png Synapse Drone Job each +5
Tradition harmony the greater good.png Integrated Preservation tradition +3

Penalties

Each point the Empire Sprawl exceeds the Administrative Capacity will impart the following penalties:

  • +0.4% Tech cost
  • +0.6% Tradition adoption cost
  • +1% Campaign (Subset of Edicts) cost
  • +1% Rare resource edicts (Subset of Edicts) cost

The penalties can be affected by the following authorities:

Authority Effect
Auth corporate.png Corporate +50%
Auth machine intelligence.png Machine Intelligence +100%
Auth dictatorial.png Dictatorial -10%
Auth hive mind.png Hive Mind -25%

Sector systems

Sectors are administrative regions within an empire. Every empire will start with a core sector, named after the homeworld and extending up to four hyperlanes away from the capital. Any colonized planet more than four hyperlanes away from another sector capital can be selected to become the sector capital of a new sector, with the planet becoming marked by blue star corners on the system and galaxy maps. The new sector will extend up to four hyperlanes away from the sector capital. Wormholes and Gateways are not counted for this calculation. Each sector can have a Governor assigned to it.

All sectors, including the core sector, can be given a Sector Focus. Choosing a Sector Focus will make the sector develop itself automatically towards a given direction as long as it has resources, reducing micromanagement.

Energy credits and minerals can be added to a Shared Stockpile for all Sectors to use or given manually to each Sector. Resources transferred to sectors will be converted into a wildcard resource at a 1:1 ratio and it can be spent on planetary construction as though it were energy credits or minerals. Shared and Sector stockpiles are limited to the amount of energy credits you may store. Beyond that, it is wasted.

Relative power

Relative Power is a measure of how much empires are ahead of one another in terms of resource production, fleet power or researched technologies. A Relative Power of Superior/Inferior means that an empire has 50% more (1.5x) resource production, fleet power or researched technologies and a Relative Power of Overwhelming/Pathetic means that an empire has 150% more (2.5x) resource production, fleet power or researched technologies.

Relative Power is split into three categories: Fleet Power, Economic Power and Technology Level.

Fleet Power: The combined fleet power of every owned fleet.

  • +1 per 1 Fleet Power

Economic Power: 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 base market price (base energy price for 1 unit):

  • +1 per Energy.pngMinerals.pngFood.png basic resources
  • +2 per Consumer goods.png Consumer Goods
  • +4 per Alloys.png Alloys
  • +10 per Exotic gases.pngRare crystals.pngVolatile motes.png advanced resources
  • +20 per Dark Matter.pngLiving Metal.pngZro.png strategic resources

Technology Level: 60 + the combined base Tech Cost of all researched technologies, divided by 100. Repeatables only count 0.33x as much as regular technologies.

  • +60 Base Technology Level
  • +0.01 per 1 base Research.pngTech Cost of all researched technologies, including repeatable technologies

The formula to calculate the overall power of an empire is:

Victory score

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. An empire will always declare victory, if it's the only one that can do so. All players may continue the game session normally even after an empire declares victory and the victory is, in practical terms, of little concern.

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: +1 per 1 Economic Power based on Relative Power OR +5000 if the Empire has no economy.

Technology Level: 60 +0.25 per 1 Technology Level over 60 based on Relative Power

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 shared by all federation members

Crisis Ships Killed: +10 per crisis ship destroyed

Relics Collected: Each Relic grants a large amount of score. The score of each Relic is shown on the Relics page.

Empire modifiers

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

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

Modifier Effects Source Description DLC
Market Nexus Navbar icons market.png -10% Market Fee
  • Galactic Market Station
  • Can be captured
Hosts the Galactic Market Station
Flagellating Movement Mod ship evasion mult.png +5% Evasion
  • Space Amoebas First contact 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.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 First contact choice.
Amoeba carcasses are rounded up after battle and their internal organs harvested for valuable organic compounds, bringing in Energy.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 First contact 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 First contact 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 First contact 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 First contact 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 First contact 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 First contact 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 First contact 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.
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.
A Life Worthwhile Mod pop happiness.png +5% Happiness
  • Archaeology Site excavation
Ever since the archaeological uncovering of an alien memorial stone, the empire's population have started to appreciate life a bit more.
Hive Harrier Damage +25% Damage to the Asteroid Hives
  • Asteroid Hives alive and awakened
  • Purchasing advice from the Curators (-2000 Energy.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 (-1000 Energy.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 (-1000 Energy.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 (-1000 Energy.png Energy)
The portal spawned by the Dimensional Horror can be destabilized if we launch pinpoint attacks against certain weak areas. Leviathans.png
Stellar Drain Damage +25% Damage to the Stellar Devourer
  • Stellar Devourer alive
  • Purchasing advice from the Curators (-1000 Energy.png Energy)
The Curators have instructed us to fire at the Stellar Devourer's regulatory valves in order to disperse its inner heat. Leviathans.png
The Infinite Calibrator Damage +25% Damage to the Infinity Machine
  • Infinity Machine alive
  • Purchasing advice from the Curators (-600 Energy.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 Processor Mod country all tech research speed.png +5% Research Speed
  • Helping or successfully hacking the Infinity Machine
  • Already have the Tech sentient ai.png Positronic AI and Tech zero point power.png Zero Point Power technologies
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
Spectral Residue Studies Research speed (Physics) +5% Physics Research Speed
Damage +5% Energy Weapons Damage
Energy.png +10% Energy from Jobs
  • Successfully defeating the Spectral Wraith
Obtained by defeating the Spectral Wraith. Any of the three colors works. 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
Inoculated Population Mod pop growth req.png +5% Pop Growth Speed
Mod leader age.png +10 years Leader lifespan
  • Ancient Caretakers inoculation 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
Matricidal Instinct Damage +25% Damage to the Tiyanki Matriarch
  • Tiyanki Matriarch alive
  • Purchasing advice from the Curators (-1000 Energy.png Energy)
There is a chink in the ancient Tiyanki Matriarch's armor, in the form of a massive unexploded proton torpedo lodged in her hide. Our fleets know how to detonate it. Distant Stars.png
Protective Coating Damage +25% Damage to the Voidspawn
  • Voidspawn alive
  • Purchasing advice from the Curators (-1000 Energy.png Energy)
Heeding the Curators' advice, we have covered our ships in a coating that will protect them from the Voidspawn's corrosive spittle and spikes. Distant Stars.png
Scavenger Slayer Damage +25% Damage to the Scavenger Bot
  • Scavenger Bot alive
  • Purchasing advice from the Curators (-1000 Energy.png Energy)
The Scavenger was not built on any pre-engineered design. As a result, its ramshackle construction contains a number of structural weaknesses. Any fleet made aware of them could exploit this. Distant Stars.png
Secrets of the Baol Mod country terraforming cost.png -15% Terraforming cost
  • Finishing the Delve into the Secrets of the Baol Special Project
We have put the ancient knowledge of the Baol to our own use. Ancient Relics.png
Secrets of the Cybrex Mod megastructure build speed.png +10% Megastructure research speed
  • Finishing the Delve into the Secrets of the Cybrex Special Project
We have put the ancient knowledge of the Cybrex to our own use. Ancient Relics.png
Secrets of the First League Research speed (Engineering) +15% Industry research speed
Mod planet building build speed mult.png +10% Planet build speed
  • Finishing the Delve into the Secrets of the First League Special Project
We have put the ancient knowledge of the First League to our own use. Ancient Relics.png
Secrets of the Irassians Research speed (society) +20% Biology research speed
Mod pop growth req.png +5% Pop growth speed
  • Finishing the Delve into the Secrets of the Irassians Special Project
We have put the ancient knowledge of the Irassians to our own use. Ancient Relics.png
Secrets of the Vultaum Research speed (Physics) +15% Computing research speed
Amenities.png +10% Amenities
  • Finishing the Delve into the Secrets of the Vultaum Special Project
We have put the ancient knowledge of the Vultaum to our own use. Ancient Relics.png
Secrets of the Zroni Research speed (society) +10% Psionics research speed
  • Finishing the Delve into the Secrets of the Zroni Special Project
We have put the ancient knowledge of the Zroni to our own use. Ancient Relics.png
The Chosen of Zarqlan Spiritualist.png +10% Spiritualist Ethics Attraction
  • R severed head.png Head of Zarqlan Relic
As the chosen people of Zarqlan we can safely colonize Holy Worlds. Ancient Relics.png
Oracle Mod country admin cap add.png +10% Administrative capacity
  • Archaeology Site excavation
The Oracle operates the empire like a well-oiled machine...when you oil her. Ancient Relics.png
Anthem of Aurora Energy.png +5% Monthly energy credits The science division has managed to reproduce the ethereal hymn "sung" by an encountered aurora borealis entity. All Energy production facilities now have harmonics systems that amplifies the yield. Ancient Relics.png
Modern Trench War Mod army health.png +20% Defense Army Health Archaeological discoveries from a planet once besieged by gargantuan snail-like creatures has led to new and effective insight on how to utilise the environment for protection. This will improve the survivability of our armies in defensive combat against all ground assaults - even from giant space slugs! Ancient Relics.png
Killer Microorganism Mod army damage mult.png +50% Army Damage

Devastation.png +100% Army Collateral Damage

Our armies go into battle armed with a microorganism capable of devouring the life tissue of any being with verocious speed. Of course, they cannot entirely guarantee the safety of innocent bystanders as a result of its use... Ancient Relics.png
Forced Mindfulness Unity.png +5% Monthly unity During their time trapped in a deadly, lava-filled maze, our archaeology team developed a routine of mindful relaxation. The fundamental principles of this exercise is now commonly known throughout the empire. Ancient Relics.png
Glory to the Many Unity.png +5% Monthly unity An expedition marooned inside a maze full of lava temporarily lost touch with the Hive Mind. Unable to rely on the collective consciousness they suffered a brief encounter with the dreaded notion of Self; a terrifying experience that only strengthened the contempt for individualism. Ancient Relics.png
Debug Subroutine Unity.png +5% Monthly unity While temporarily isolated in a maze full of lava, our archaeology units were disconnected from the network and unable to perform their function. They developed an algorithm that allowed them to run a debug subroutine while in sleep mode. This subroutine was later uploaded and patched in to the main system. Ancient Relics.png
Spurred by the Past Unity.png +5% Monthly unity
Mod pop happiness.png +5% Happiness
Mod country all tech research speed.png +5% Research Speed
Mod pop government ethic attraction.png +10% Governing Ethics Attraction
  • Origins one the shoulders of giant.png On the Shoulders of Giants Archaeological Site chain
The revelation of our true past sparks motivation and a sense of purpose in our entire species. Federations
Full Circle Unity.png +10% Monthly unity
Mod pop happiness.png +5% Happiness
Mod country all tech research speed.png +5% Research Speed
Mod pop government ethic attraction.png +20% Governing Ethics Attraction
Influence.png +0.5 Monthly influence
  • Origins one the shoulders of giant.png On the Shoulders of Giants Origin conclusion
Our empire may forever enjoy the sense of purpose and closure we acquired by helping the Benefactors of our past. Federations
Goes Around, Comes Around Unity.png +10% Monthly unity
Mod pop happiness.png +5% Happiness
Mod country all tech research speed.png +5% Research Speed
Mod pop government ethic attraction.png +20% Governing Ethics Attraction
Influence.png +0.5 Monthly influence
  • Origins one the shoulders of giant.png On the Shoulders of Giants Origin conclusion
Our empire is enjoying the positive effects from helping and forgiving an enemy of the past. Federations
Imperial Charter Empire sprawl.png -25% Empire Sprawl from Branch Offices
Trade value.png +10% Branch Office Value
  • Resolution imperial institutions.png Imperial Charter resolution
Our Imperial Charter gives us the right to open branch offices on planets throughout the Galactic Imperium, where we can establish Imperial Concession Ports. These branch office buildings generate income for both us and the ruler of the Galactic Imperium. Nemesis.png

Renewable modifiers

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

Modifier Effects Source DLC
Resolution Passed Diplomatic weight.png +5% Diplomatic weight Proposed resolution passed
Resolution Failed Diplomatic weight.png -5% Diplomatic weight Proposed resolution did not pass
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
Additional Sacrifice: Bounty
  • Pop resource energy mult.png +6%/+12%/+18%/+24%/+30% Monthly energy credits
  • Pop resource minerals mult.png +6%/+12%/+18%/+24%/+30% Monthly minerals
Bounty sacrifice edict Necroids.png Necroids
Additional Sacrifice: Harmony Mod pop happiness.png +10%/+20%/+30%/+40%/+50% Happiness Harmony sacrifice edict Necroids.png Necroids
Additional Sacrifice: Togetherness Unity.png +6%/+12%/+18%/+24%/+30% Monthly unity Togetherness sacrifice edict Necroids.png Necroids
Muutagan Deal
  • Rare crystals.png +1/+2/+3/+4/+5 Monthly rare crystals
  • Energy.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 notes
  • Energy.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.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

The following empires can appear during the game as a result of certain events. The species' climate preference will always match its homeworld.

Empire Name Species Traits Homeworld Authority Ethics Civics Requirements
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 after spawning in Early Space Age
Flag blocky 21.png Awoken Synthetic dawn portrait fungoid.png Awoken Trait mechanical.png Mechanical Unknown.png Random Unknown.png Random
  • Fanatic Materialist.png Fanatic Materialist
  • Xenophile.png Xenophile
  • Unknown.png Random
  • Unknown.png Random
Limbo event chain 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
Subterranean Civilization event chain outcome
Unknown.png Nivlac Circle Fungoid massive 15.png Nivlac
  • Quick Learners.png Quick Learners
  • Resilient.png Nivlac
Unknown.png Random Unknown.png Random
  • Unknown.png Random
  • Unknown.png Random
  • Unknown.png Random
  • Unknown.png Random
Impossible Organism event chain outcome
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
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
  • Distant Stars.png Junk Ratlings systems were discovered
  • Distant Stars.png At least one Junk Ratlings world was not claimed or invaded for a few decades
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
Distant Stars.png Time Loop anomaly event outcome

References


Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalitiesIntelligence
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs