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Empire

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Version

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This article has been verified for the current PC version (2.6) 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[edit]

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
PM Terraforming Candidate.png Start with the Prosperous Unification homeworld modifier
None No.png
Origins lost colony.png Lost Colony PM Terraforming Candidate.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 No.pngGestalt consciousness.png Gestalt Consciousness Yes.png
Origins lithoid.png Calamitous Birth D crater.png Start with a Massive Crater Planetary Feature
PM Asteroid Impacts red.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 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 Trait primitive.png 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 D huge tree.png Colonies start with a Tree of Life Sapling Planetary Feature
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
Tree of Life Planetary Features can be destroyed by orbital bombardment
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
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
No.png Other home system planets have no resource deposits Auth machine intelligence.png Machine Intelligence
No.pngCivic machine servitor.png Rogue Servitor
Yes.png Synthetic Dawn.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 No.pngAuth machine intelligence.png Machine Intelligence 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 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 Ruined Arcology blockers which unlock random techs when cleared
PM Terraforming Candidate.png Guaranteed Habitable Worlds gain the Colonial Remains modifier when colonized No.pngCivic agrarian idyll.png Agrarian Idyll Yes.png Ancient Relics.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 members sharing one ethic
No.png There will be no Guaranteed Habitable Worlds regardless of game settings
Diplomacy opinion.png +100 Opinion 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 members sharing one ethic
No.png There will be no Guaranteed Habitable Worlds regardless of game settings
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
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.png Start with the Doomsday homeworld modifier which worsens roughly every 10 years
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
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 A unique event chain begins after the Mid-Game year if all sites were investigated
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
Diplomacy alliance.png Start in contact with all Fallen Empires
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 Ring World segment with an Arcane Generator Planetary Feature
D mining tunnels.png Star with three Decrepit Tunnels Blockers
District farming.png Start with an Agricultural Segment if the empire starts with a biological species
District hab energy.png Start with a Generator Segment if the empire is Machine Intelligence
Planet ringworld.png Can repair two other sections of the home system
Planet ringworld.png Start with an irreparable section with a deposit of 10 Minerals.png Minerals
Planet barren.png Start with a shattered world with a deposit of 10 Minerals.png Minerals
No.png Cannot change the starting system
No.pngCivic agrarian idyll.png Agrarian Idyll Yes.png Federations
Origin void dwellers.png Void Dwellers District hab science.png Start on a habitat built over a Research deposit
District mining.png Start on a habitat built over a Mining deposit
District hab energy.png Start on a 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
Trait void dweller positive.png Main species has the Void Dweller trait
Mod pop growth req.png Main species has -60% Pop Growth Speed on other celestial bodies
Tech habitat.png Start with the Orbital Habitats technology researched
Job farmer.png Hydroponic farms have +1 Farmer Jobs
No.png Cannot change the starting system
No.pngGestalt consciousness.png Gestalt Consciousness
No.pngCivic agrarian idyll.png Agrarian Idyll
Yes.png Federations

Unplayable origins[edit]

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.

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 if the empire is at peace. 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, relative to its administrative capacity and increases the cost of Technologies, Traditions, Leaders and Edicts if the sprawl exceeds the administrative capacity. Empire Sprawl is increased by 5 for each colony, by 1 for each system, by 1 for each district, by 1.5 for each owned Branch Office and 0.5 for each owned pop.

Administrative capacity[edit]

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

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

Empires with the Corporate authority have an extra +50% Empire Sprawl penalty.

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

  • +10% Civic efficient bureaucracy.png Efficient Bureaucracy civic
  • +10 Tech colonial bureaucracy.png Colonial Bureaucracy research
  • +10 Tech galactic bureaucracy.png Galactic Bureaucracy research
  • +5% Tech adaptive bureaucracy.png Adaptive Bureaucracy research
  • +5% Tech effective bureaucracy.png Effective Bureaucracy research
  • +15 Tech repeatable improved core planet cap.png Administrative Efficiency repeatable technology
  • +20% Imperial Prerogative Imperial Prerogative ascension perk
  • +10% Civic divided attention.png Divided Attention civic
  • +20 Auth corporate.png Corporate authority
  • +20 Oracle empire modifier
  • +10 per pop working as bureaucrat (+12 if the planet is bureaucratic center)

In addition an empire's size from certain statistics can be decreased or increased by the following:

  • -15% Pacifist.png Pacifist ethic
  • -30% Fanatic Pacifist.png Fanatic Pacifist ethic
  • -20% empire sprawl from pops by Civic subsumed will.png Subsumed Will and Civic machine ota updates.png OTA Updates civics
  • -25% empire sprawl from branch offices by Civic franchising.png Franchising civic
  • -33% empire sprawl from systems by Civic private prospectors.png Private Prospectors civic
  • -10% empire sprawl from pops by Tech psionic theory.png Psionic Theory technology
  • -10% empire sprawl from districts by Tech construction templates.png Construction Templates
  • -25% empire sprawl from buidings by Courier Network Modular Depot tradition
  • -25% empire sprawl from systems and colonies by Courier Network Courier Network / Limited Autonomy / Extensible Software tradition
  • -10% empire sprawl from pops by finishing harmony traditions
  • -10% empire sprawl from pops by Trait docile.png Docile/Streamlined protocols.png Streamlined protocols trait
  • +10% empire sprawl from pops by Trait unruly.png Unruly/High bandwidth.png High bandwidth trait
  • -2% empire sprawl from pops per govenor level

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 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. Strategic resource costs will still be paid with empire storage. Shared and Sector stockpiles are limited to the amount of energy credits you may store. Beyond that, it is wasted.

Relative power[edit]

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 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

Technology Level: 200 + the combined base Tech Cost of all researched technologies, divided by 100. Repeatables only count 0.33x as much as regular technologies.

  • +200 Base Technology Level
  • +0.01 per 1 base Research.pngTech Cost of all researched regular technologies
  • +0.0033 per 1 base Research.pngTech Cost of all researched repeatable technologies


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

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. 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: +0.25 per 1 Technology Level 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[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
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 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.
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 Worthwile 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 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 (-1000 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 (-1000 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 (-1000 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
Stellar Drain Damage +25% Damage to the Stellar Devourer
  • Stellar Devourer alive
  • Purchasing advice from the Curators (-1000 Energy Credits.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 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 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 Credits.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
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
Matricidal Instinct Damage +25% Damage to the Tiyanki Matriarch
  • Tiyanki Matriarch alive
  • Purchasing advice from the Curators (-1000 Energy Credits.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 Credits.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 Credits.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 +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
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

Renewable modifiers[edit]

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

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

Unique empires[edit]

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

Empire Name Species Traits Homeworld Authority Ethics Civics Requirements DLC
Flag human 9.png United Nations of Earth Human.png Human
  • Adaptive.png Adaptive
  • Nomadic.png Nomadic
  • Wasteful.png Wasteful
Planet continental.png Earth Auth democratic.png Democratic
  • Fanatic Egalitarian.png Fanatic Egalitarian
  • Xenophile.png Xenophile
  • Civic beacon of liberty.png Beacon of Liberty
  • Civic idealistic foundation.png Idealistic Foundation
Sol primitive civilization achieving FTL after spawning in Early Space Age
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
  • At least one Junk Ratlings world was not claimed or invaded by another empire 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