Empire

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 2.3.

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

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

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

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

Homeworld[edit]

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

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

Capital[edit]

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

Empire Sprawl[edit]

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

Administrative Capacity[edit]

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

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

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

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

Assuming that each point added to your empire is equally productive the effect of empire sprawl is to make the rate of your technology, campaign, and tradition production tend to a limit - equivalent to 100 points of admin for campaign edicts, 200 for traditions and 333 for technology. This means that normally going over the administrative capacity of an empire leads to diminishing returns, however if your admin capacity is above one of these limits going over the cap even by just a few points can lead to significant reductions in productivity as your production tends down to the limit. Leader costs are significantly more complex as the number of leaders an empire requires increases as the empire becomes larger.

Empire Cohesion[edit]

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

  • +1 for each owned system
  • +3 for each upgraded Starbase
  • -1 for each hyperlane connection outside the empire's borders
  • -3 for each unowned system that only connects to your empire

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

Sector systems[edit]

Sectors are 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 planet colonized more that four hyperlanes away can be selected to create a new sector, with the planet as its capital and will be marked by blue star corners on the system and galaxy maps. The new sector will extend up to four hyperlanes away from the new 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 as long as it has resources, reducing micromanagement. Resources can be added to a Shared Stockpile for all Sectors to use or given manually to each Sector. Shared and Sector stockpiles are limited to the amount of energy credits you may store. Beyond that, it is wasted.

Victory score[edit]

Victory score tallies an empire's total accomplishment. The empire that has the highest score when the Victory Year arrives is declared winner. The Victory Year is configurable and can be disabled altogether. All players may continue the game session normally even after an empire declares victory.

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

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

  • +1 per Energy Credits.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

Number of Systems:

  • +10 per system

Number of Colonies:

  • +50 per colony

Number of Pops:

  • +2 per pop, regardless of type

Subject Empires

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

Federation:

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

Crisis Ships Killed

  • +10 per crisis ship destroyed

Technology Level:

  • Unknown, appears related to researched technologies and research points produced

Relics

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

Empire Modifiers[edit]

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

Permanent Modifiers[edit]

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

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

Renewable Modifiers[edit]

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

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

Shroud Modifiers[edit]

Shroud modifiers are obtained by trying to get a boon via the Shroud. Being successful will grant a random boon for 5 years but being unsuccessful will grant a curse for 5 years. Boons and curses can grant any of the following:

Boons of the Shroud Curses of the Shroud
  • Mod army morale.png +40% Army Morale
  • Mod ship auto repair add.png +0.5% Daily Hull and Armor Regen
  • Influence.png +30% Empire Influence Gain
  • Mod ship evasion mult.png +30% Evasion
  • Mod ship fire rate mult.png +20% Fire Rate
  • Mod pop government ethic attraction.png +50% Governing Ethics Attraction
  • Mod pop happiness.png +25% Happiness
  • Unity.png +30% Monthly Unity
  • Mod country all tech research speed.png +20% Research Speed
  • Mod planet sensor range mult.png +2 Sensor Range
  • Mod ship shield hp mult.png +50% Shield Hit Points
  • Mod ship upkeep mult.png -30% Ship Upkeep
  • Mod ship speed mult.png +40% Sublight Speed
  • Mod ship weapon damage.png +20% Weapons Damage
  • Mod army morale.png -20% Army Morale
  • Influence.png -20% Empire Influence Gain
  • Mod pop government ethic attraction.png -50% Governing Ethics Attraction
  • Mod pop happiness.png -20% Happiness
  • Unity.png -20% Monthly Unity
  • Mod pop growth req.png -30% Pop Growth Speed
  • Mod country all tech research speed.png -20% Research Speed
  • Mod planet sensor range mult.png -2 Sensor Range
  • Mod ship armor mult.png -20% Ship Armor
  • Mod ship speed mult.png -20% Sublight Speed

Unique Empires[edit]

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

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

References[edit]


Game concepts