Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. Spaceborne aliens are likely be the first encounter for newly spacefaring species. Mechanically, each type of spaceborne alien is considered a special type of empire, though exempt from many of the game's usual rules. Spaceborne aliens have increased stats based on the difficulty settings.
Space fauna[edit | edit source]
Space creatures are entities which may not even classify as ships or life in the common meaning of the words. They generally inhabit a certain area of space and are seldom seen away from it. Upon First Contact completion a special project will be added to the situation log, which when completed will allow an empire to deal with them in three ways:
- Researching unlocks a special project for detailed research that will grant a choice between an empire modifier and possibly a creature technology.
- Hunting will grant a +33% damage bonus empire modifier towards that type of Space Creature, and resources rewards upon killing them. If the creatures cannot be pacified the option is available to all empires, otherwise it is only available to Militarist, Xenophobe and Genocidal empires.
- Pacify will unlock a special project that costs 5000 Physics research and allows an empire to turn the space creatures non-hostile and unlock the ability to research all special components the creatures use. Only 2 of the 5 Space Creatures can be pacified. This option is available to Pacifist or Xenophile Empires. If the Galactic Community is formed the Space Amoeba pacification modifier can be offered to all members by passing the Space Amoeba Protection Act Resolution.
If killed, space creatures will slowly respawn in their home system.
|Space Creatures||Research option bonuses||Hunting||Pacifying||Type||Home System||Tactics|
|Ancient Mining Drones||Cost: 2000 Engineering research
+10% Mining Station Minerals
|Can expand||Contains 2 normal mining stations and the Home Base Ore Grinder. Each station is guarded by two fleets, one purely destroyers and one made of drones. Destroying Home Base Ore Grinder grants 4000 Minerals and 500 Alloys.||Ancient Mining Drones use regular components. The Cutting Lasers can be salvaged.
|Crystalline Entities||Cost: 2000 Physics research
+5% Energy from Jobs
Crystal-Infused Plating tech
|Can expand||Contains Crystal Nidus, a large crystalline structure guarded by 4 elite fleets. The system can be safely explored and claimed if the crystalline entities have been pacified. As their home system has a pulsar, shields will be useless when attacking it.||
|Space Amoeba||Cost: 2000 Society research
Regenerative Hull Tissue tech
|Migratory||Always called Amor Alveo, its various celestial body deposits produce in total 8 Energy, 12 Minerals, 6 Society, 3 Exotic Gases, 3 Volatile Motes and 2 Rare Crystals.|
|Void Clouds||Cost: 2000 Physics research
+10% Physics from Jobs
|Stationary||Always called Great Wound, it is a black hole cluster guarded by 3 Void Cloud fleets. Most black holes have deposits of 4 Physics and the central one contains the largest Dark Matter deposit in the galaxy. The system should be attacked with a highly superior force due to the effects of black holes on space battles.||
|Tiyanki Space Whales||Frequency Tuning tech||Already||Migratory||Always called Tiyana Vek, it contains 4 Gas Giants. Each one has a deposit of 6 society. The star itself always has a deposit of 6 physics.
Have a secondary system always called Tiyun Ort, its various celestial body deposits produce 6 Physics and 3 Volatile Motes. The ice asteroid Zhaduva contains a level 3 anomaly that will add another deposit of 3 Society. The unique world Orek Vuul contains the archaeology site Tiyanki Grave Mound.
|Tiyanki fleets can consist of Cows, Bulls, Calves and Hatchlings. They are not hostile unless attacked. Regenerative Hull Tissue can be salvaged.
VLUUR[edit | edit source]
VLUUR is a powerful migrating Void Cloud that has around 32K fleet power and is armed with 8 Cloud Lighting weapons. For as long as VLUUR is in a system it will cause a storm that causes −50% sublight speed and −15% fire rate on ships. VLUUR moves to a new system every 4-7 years.
VLUUR is not hostile but can be attacked. It has powerful shields and high evasion, but low hull, and can be defeated deceptively easily with missile weapons. Defeating VLUUR grants 100 dark matter, and creates various deposits of 1-3 dark matter on up to 4 planets in the system it's defeated in.
Bemat Thalassocracy[edit | edit source]
The Bemat Thalassocracy is a hostile fleet that can appear after the end-game year is reached. It appears in a system owned by an empire that produces at least 180 trade value. The fleet is made up of the following ships:
|40 corvettes||35 destroyers||34 cruisers|
Nomads[edit | edit source]
- Nomads are replaced by Caravaneers if the MegaCorp DLC is enabled.
The Nomads, or Namarians as they call themselves, are a passive millennia old intergalactic race with no homeworld, forever traveling the void in their starships. Once they establish communications with an empire, the nomads help establish communications between any encountered empires that haven't discovered each other yet. They travel from system to system during their temporary stay in the galaxy, and eventually set sail for another galaxy. Events related to them can take place during their stay.
The date when and if the Nomads arrive is rolled at game start, with the following chances per human player:
- 20% chance to appear after 7,300 to 7,800 days (roughly 20.28 to 21.67 years)
- 25% chance to appear after 14,600 to 15,100 days (roughly 40.56 to 41.94 years)
- 25% chance to appear after 20,075 to 20,575 days (roughly 55.76 to 57.15 years)
- 30% chance to not trigger (they may still appear if another human player rolls them)
If more than one player triggers the Nomads, they spawn a single time on the earliest rolled date.
When they arrive, the Nomads spawn in a random non-hostile rim system that no regular empire has more than low intel on. Upon appearing, they decide the midpoint and endpoint systems of their journey.
- Midpoint: A random non-hostile system with a distance of 250 to 500 from their starting system. If no such system exists, they choose a system with a distance of 150 to 500, whether or not it's hostile.
- Endpoint: A random rim system with a distance of 400 to 1450 from their starting system. If no such system exists, they choose a system with a distance of 250 to 1450.
On their journey, Nomads perform an action on entering a system. Those actions depends on if the system has an owner and what their relationship with the owner is. If the system is owned by an empire they haven't contacted and isn't hostile to them, they start orbiting a random planet in the system until contact is established. The system owner is unable to decipher their communications, but contact is always established after 100 days. After contact is established, they send the owner a request. If they enter another system owned by the same empire, they roll for a request again. Each interaction has the following chances:
- 30% - Ask to leave some pops on an owned planet within the empire's borders. If the empire agrees, three Egalitarian Namarian pops spawn on a random Arid, Desert, or Savannah colony. A colony is 6 times as likely to be chosen if it has more than 0 free housing and 11 times as likely to be chosen if it has more than 1 free housing. Namarians are immortal and have the Desert Preference, Nomadic, Venerable, and Natural Engineers traits.
- ×0 If the system owner does not have a colony on a Dry planet
- ×0 If the system owner is a Hive Mind
- ×0.75 If they've already left pops with the system owner
- ×1.5 If they haven't left pops with the system owner yet and the system owner is some degree of Xenophile, Egalitarian, or Spiritualist
- ×0.3 If the system owner's slavery policy is set to Allowed
- 30% - Ask for an uncolonized planet to colonize, forming a new empire. If the empire agrees, they gain 150 to 300 influence and a random uncolonized Arid, Desert, Tropical, Ocean, or Gaia world within their borders becomes the capital of a new single-system Namarian empire. The new empire has Democratic authority, the Egalitarian, Spiritualist, and Xenophile ethics, random civics, and a decaying +100 opinion modifier towards the empire. The new empire starts with 14 Egalitarian Namarian pops that have their climate preference trait changed to match their new planet, 1000 energy and minerals, and 500 influence. Because they start with no other resources, no buildings, and no districts, this new empire immediately starts suffering from food and consumer goods deficits, housing shortages, and unemployment.
- ×0 If the system owner doesn't control an uncolonized Tundra, Arid, Desert, Tropical, Continental, or Gaia world in an uninhabited system.
- ×0 If the system owner is a Hive Mind
- ×0.5 If they've already colonized a planet from any empire
- ×1.75 If they haven't colonized a planet yet and the system owner is some degree of Xenophile, Egalitarian, or Spiritualist
- 30% - Sell 5 or 15 Cruisers.
- 10% - Move on with no request.
If the system has no owner, isn't hostile, and isn't the mid- or endpoint of their journey, they perform a peaceful action with the following chances:
- 10% - Repair fleet and build new ships.
- ×10 If under 3k Fleet Power
- ×5 If under 5k Fleet Power
- ×0 If over 10k Fleet Power or have built new ships within the last 120 days
- 80% - Pick a random planet and wait in orbit for 40–50 days. Afterwards, they have a 25% chance to move on and 75% chance to pick another planet in the system to orbit. They orbit a maximum of three planets this way before moving on.
- ×0 If less than 1.5k Fleet Power
- 10% - Move on without doing anything.
While the Nomads are inherently peaceful, a fight can be picked in order to get access to their technology. Nomads are easy prey but their technology is just average by midgame, making this rarely useful. The nomad fleet consists of the following:
|20 Protectors||3 Ark Ships|
Enclaves[edit | edit source]
Enclaves are special AI empires. They do not own any planets or systems, but consist of large stations. Once an empire has made contact with an enclave, they can purchase various services from the enclave. Enclaves are listed in the Diplomacy Menu under the "Others" category. Each enclave has two or three basic interactions, and a number of restricted interactions that can only be used after sufficient opinion is reached.
The maximum opinion with an enclave is 100, and an empire builds opinion with them by using their services or owning the system with the enclave. Enclaves in owned systems gain +1 opinion with the system owner each year. This is not cumulative when owning multiple systems with the same enclave.
The primary resource for interacting with enclaves is energy. Most actions are repeatable, but some of the actions also have an increasing cost. The price increases as an empire's population goes past certain thresholds:
During the renewal request after a modifier runs out, the player will be able to renew the deal for a sum of energy credits which scales with the number of the empire's population. With Trader enclaves you will be asked how many monthly units (of the respective rare resource sold by the enclave) you want to buy.
|Curator Order (requires or )|
|Research aid||+10% Research speed for 10 years, and +20 opinion||scales with population|
|Mysteries of the Universe
Tell us about
|Adds a Leviathan point of interest to the situation log, and +10 opinion|| 300|
An unencountered Guardian exists
|Mysteries of the Universe
How to defeat
|Adds a permanent +25% damage modifier against the chosen Guardian, and +20 opinion||Has encountered a Guardian|
2000 for Hives
600 for Infinity Machine
1000 for other Guardians
|Mysteries of the Universe
How would we fare
|Compares the total fleet power against the Guardian, and +20 opinion
||Has encountered a Guardian|
2000 for Hives
600 for Infinity Machine
1000 for other Guardians
|Establish Think Tank||Allow the construction of Curator Think Tank starbase buildings in enclave system starbases||50|
|Recruit scientist||Gain a level 5 Scientist with the Curator trait|| 50|
No Curator scientist owned
|Buy Intelligence||Gain +20 intel on target empire, and +10 opinion|| 50|
|Infinity mystery||Gain 1000-10000 Engineering research|| Mirror of Knowledge modifier|
Can only be done once
|L-Gates||Gain an L-Gate Insight, and +20 opinion|| 5000|
Once per 10 years
Encountered an L-Gate
|Artisan Troupe (requires )|
|Become patron||Gain the Patron of the Arts modifier for 10 years ( +10% monthly Unity), and +20 opinion.
Becoming a patron also allows Patron Events to trigger:
|scales with population|
|Commission art piece||Gain the Exhibit Art Monument decision, and +10 opinion|| 600|
Does not own 5
|Found Art College||Allow the construction of Art College starbase buildings in enclave system starbases||50|
|Organize festival||Gain the Festival of Worlds modifier for 10 years ( +15% happiness and +10% pop growth speed), and +15 opinion.
There is also a chance for one of the following to happen within the next year:
|Traders (requires )|
|Strategic Resource deal||Provides a 1 to 5 of a rare resource for 10 years, and +5 opinion times amount purchased.
Resources vary based on which specific trader enclave is encountered:
| 500 per unit|
10 monthly per unit
|Seek expertise||Gain an immortal level 5 Governor with the Enclave Trader trait|| 50|
Once per enclave
|Salvagers (requires )|
|Scrap a fleet||Disbands a fleet and gain alloys equal to a quarter of the total construction cost, and +10 opinion
||Fleet in the enclave system|
Once per 5 years
|Reclaimed vessels||Purchases 1 or 10 ships based on other empire' designs, and +1-5 opinion|| 150 per corvette|
300 per destroyer
600 per cruiser
1200 per battleship
Once per 2 years
|Salvage some debris||Automatically investigate up to 3 debris fields in 90 days, and +5 opinion|| Debris within borders|
|Engineering research||+15% Engineering research speed for 5 years, and +5 opinion|| 20|
scales with population
|Salvage Works buildings||Allow the construction of Salvage Works starbase buildings in enclave system starbases, and +10 opinion|| 40|
|Aid with construction efforts||+10% Ship build speed and +40% Starbase module and building build speed for 2 years, and +5 opinion|| Salvage Works|
|Shroudwalkers (requires )|
|What is to be our fate||Starts a Sign of the Visitor or Sign of the Locus situation, which can trigger various events or create anomalies, and +10 opinion|| 50|
scales with population
|Send us a teacher||Enables the Shroudwalker Teacher decision, and +10 opinion|| 50|
10 per Empire Size
Can only be done once
|Insight on another empire||Starts a Shroudwalker Insight situation which gives the following reward when completed, and +10 opinion|| 20|
scales with population
Once per year
|Travel via the Shroud||Allow the construction of a Shroud Beacon starbase building, and +10 opinion|| 40|
Can only be done once
Mercenary enclaves[edit | edit source]
|Available only with the Overlord DLC enabled.|
Unlike other enclaves, mercenary enclaves do not exist at the start of the game and instead are founded by non-Gestalt empires during gameplay. While Gestalt Consciousness empires cannot found mercenary enclaves, they can become their patrons by taking ownership of an enclave's system.
Each mercenary enclave in an empire's owned systems takes up one capacity, regardless of whether that empire founded the enclave or not. There is no penalty for going above the empire's mercenary enclave capacity except for not being able to found additional mercenary enclaves. Mercenary Enclave capacity starts at 0 and can be increased through the following:
|+2||Naval Contractors||Defense Privatization resolutions 4-5|
Founding a mercenary enclave requires sufficient mercenary enclave capacity, a fleet of size 50 or larger led by an admiral in an owned system with a moon or asteroid, and no enclave – mercenary or other – already present in that system; this costs 1500 energy, 2000 alloys, and 100 influence. Once the order is given, the enclave constructs its station in the fleet's current system, the fleet's admiral leaves the empire to become the leader of the new enclave, and the fleet is transferred to the enclave.
Mercenary enclaves provide the following services:
- Empires can rent a mercenary fleet for 10 years and gain +15 opinion for an energy cost that scales with the enclave's opinion and tier. The contract can be renewed at any point for an additional energy cost and +5 opinion. Mercenary fleets are led by admirals with the Mercenary Warrior trait. If the mercenary enclave station is attacked, all mercenary fleets are recalled, and their clients are refunded between 3000-44000 energy, depending on enclave tier.
- Empires that have at least 20 opinion with the enclave can pay 600, 1100, or 2000 energy to hire 5, 10 or 15 mercenary armies. If the enclave is at least tier 4, empires can also pay 1200 or 2300 energy to hire 5 or 10 mercenary mechanized armies. All options will grant opinion equal to the number of armies hired, plus 5 additional opinion if hiring a mechanized army.
- Empires that have at least 30 opinion with the enclave can buy +15% naval capacity for 10 years. This costs between 1000 and 5000 energy based on current capacity and gives +15 opinion.
- Empires that have at least 40 opinion with the enclave can pay 1000 energy to unlock the Mercenary Garrison starbase building and gain +15 opinion.
- Empires that have at least 50 opinion with the enclave can pay 1500 or 5000 energy to gain +15% damage versus a mid-game or end-game crisis.
The empire that owns a mercenary enclave's system, initially its founder, is the enclave's patron. Patrons have slightly reduced prices and receive a dividend at regular intervals. The dividend interval is mechanically a situation, and the base progress rate is +0.417 per month, resulting in a total time of 20 years. With all positive modifiers maxed out, the interval is a mere 1.83 years, though that relies on a non-patron hiring the fleet. More consistently, with the patron hiring the fleet, the minimum interval is 2.25 years. The rate is increased (and thus total interval decreased) by the following:
The dividend can be in the form of basic resources, research, or a fleet if the patron is using less than 95% of their Naval Capacity; there is also a small chance of a special dividend or no dividend.
Patrons that have at least 80 opinion with the enclave can ask it to recall a fleet hired by another empire for a scaling cost and −15 opinion; the fleet is recalled after 6 months and then 3 months later hired to the patron for 10 years. The patron can also offer to upgrade the enclave – with a one year cooldown, up to 5 times; upgrading improves the tier of its weapons and grants +20 opinion each time, but also increases the fleet recall costs.
Mercenary enclaves build and upgrade ships the same way playable empires do, using all technologies researched by the empire that founded the enclave at the time of the founding. The enclave's patron can grant the enclave all its researched technologies, gaining +1000 energy and +15 opinion.
Attacking enclaves[edit | edit source]
While enclaves never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. With around 10k fleet power and highest level weapons, they are no easy prey. Various rewards can be salvaged from their remnants, depending on the type of enclave destroyed.
|Curator station||Artisan station||Trader enclave||Salvager enclave||Shroudwalker enclave||Mercenary enclave|
|Loadout||Depends on patron upgrades|
|AI Opinion change||−15||0||−15||0||0||0|
Enclave stations do not drop debris for salvage. Attacking a Curator, Artisan, or Shroudwalker enclave makes every enclave station of the same type unavailable for trade.
Crystalline empire[edit | edit source]
|Available only with the Federations DLC enabled.|
If playing with the Void Dwellers origin (AI empires can't trigger it) then there is a 1% chance that during the mid-game a unique enclave known as the Crystalline Empire spawns near the galactic core. Its system does not have hyperlane connections but instead has a wormhole to a random system in the galaxy. Empires that are not Genocidal and have not attacked them can offer to help them every 20 years to receive one of the following:
- 1 use of the Settle Crystalline Refugees decision on a Habitat for 10 years ( 10 Influence for 5 pops)
- 1 use of the Crystalline Construction decision on a Habitat for 10 years ( 10 influence for +8 housing and −10% building cost)
- A level 7 scientist
Destroying the Crystalline Empire enclave grants no rewards.
Enigmatic Cache[edit | edit source]
|Available only with the Distant Stars DLC enabled.|
The Enigmatic Cache, or BALDOR as it calls itself, is a tubular entity that emerges from any Gateway or L-Gate once the mid-game year is reached, if any player empire is at peace, and sets course for the nearest empire that is not at war. Upon taking damage to its hull, it instantly teleports away to the closest system with a Gateway or L-Gate.
Once the Enigmatic Cache enters an empire's borders, it starts orbiting each one of the empire's colonies for a decade. As long as it orbits a colony, it gives it a +30% research output modifier to the colony, but also −10% happiness to any pops with the Xenophobe ethic. The first time the Enigmatic Cache orbits an empire's colony, the empire receives the option of issuing a special project to study it or leave it alone and gain 50 influence. The special project costs 2500 engineering research and finishing it refunds 90-250 engineering research and grants an L-Gate insight, if the empire has discovered an L-Gate. Once all colonies have been scanned, the Enigmatic Cache sets course for the nearest empire and repeats the process.
- Enigmatic Uplifting
After all colonies in the galaxy have been scanned, the Enigmatic Cache goes to the capital of a biological empire that did not attack it and requests to uplift the main species via a special project that takes 2 years. In multiplayer, the human player with the lowest relative power is chosen, random if tied. In singleplayer, the player empire is always chosen.
- Enigmatic Dreams
If main species doesn't have Intelligent or Quick Learners, 60 to 80 days into the project there is a 50% chance to be given the choice between aborting the uplift or adding the Fatigued modifier ( −30% resources from jobs) on 60 random non-robotic main species pops that have one of the following jobs:
The modifier lasts until the uplift process is completed or aborted.
130 to 170 days into the project, the empire is notified that the Enigmatic Cache is deteriorating. 4 random non-robotic main species pops (with the same job restrictions as Enigmatic Dreams) gain the Vegetable modifier ( −80% resources from jobs) until the uplift is completed or aborted, and the player is offered the following options:
- Abort the uplift, causing the Enigmatic Cache to teleport away and never return.
- Ignore it. Once the project is complete, the 4 pops with the Vegetable modifier gain the Unlifted trait ( −60% research), all other non-robotic main species pops gain the Somewhat Uplifted trait ( +10% research), and all of them gain the PTSD modifier ( −20% happiness) for 10 years. The Enigmatic Cache remains in orbit above the capital and permanently gives its research output modifier.
- Issue a special project to repair the Enigmatic Cache with a construction ship. Once the uplift is complete, if the repair project was finished, the main species gains the Uplifted trait ( +10% researcher output and +25% leader experience gain) and lose the Slow Learners trait. The Enigmatic Cache also remains in orbit above the capital and permanently gives its research output modifier. If any pops from the main species didn't have the Intelligent or Quick Learners trait, there's a 75% chance they gain the Ignorance is Bliss modifier ( −10% happiness) for 10 years.
Note: The traits do not give unique bonuses to leaders despite the tooltips saying they do.
References[edit | edit source]
- Because of differences between the planet classes the Nomads look for when triggering the event and the planet classes they actually can actually choose to colonize, this event may fail if you have an available Tundra or Continental world but not one of the classes the Nomads can use.
- It's possible for the Nomads to colonize a Spiritualist fallen empire's holy world this way, resulting in a very short-lived empire.