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Federation

This article is about the "Federations" mechanics. For the DLC, see Federations (DLC).

Version

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This article has been verified for the current PC version (2.7) of the game.
A Federation fleet from every species class.

Federations are groups of empires that band together for mutual benefit. A Federation is a more in-depth version of a Defense Pact with its own set of laws, rules and perks. Diplomatic relations inside of a federation become more favorable: members do not generate border friction amongst themselves, build trust with each other to a cap of +100 and share 10% of their victory score with each other. Players can set a name for their federation at creation or leave it random; the name can be changed at any time. In the default map view, all federation members share the same color.

A federation can only be created by an empire that adopts the Tradition diplomacy the federation.png Federation tradition from the Diplomacy tree, whether that be through Unity or through an origin. Empires with the Civic barbaric despoilers.png Barbaric Despoilers civic can create only a Martial Alliance or Hegemony federation. An invited empire must have a positive acceptance score with an existing federation member for said member to vote for their addition. Hovering over the diplomatic choice will show which empires agree and disagree.

Members of a Federation have their Energy Credits.png Energy Output reduced by -15%. This tax doesn't apply to Energy Credits.png Energy generated from trade.

When a member leaves or is kicked from a Federation it gains a Diplomacy truce.png Truce with the Federation.

Leaving a Federation will grant a temporary -200 Diplomacy opinion.png Opinion with all Federation members.

Contents

Federation typesEdit

The Federation type determines what perks will the Federation provide at each level. The Federation type can be changed as the game progresses by clicking on the Federation type icon. Changing the Federation type however will reset the Federation level to 1.

The Galactic Union Federation type is available by default but all other federation types requires the Federations DLC.

Federation type Level 1 perks Level 2 perks Level 3 perks Level 4 perks Level 5 perks Requirements
Galactic Union
 
-50% Cohesion loss from Ethics President Modifiers:
  • +1 Available Envoys
  • Member Modifiers:
  • +25% Naval Contribution Effect
  • -50% Cohesion loss from new members
President Modifiers:
  • +1 Federation Influence Gain
  • Member Modifiers:
  • +1 Unity per Federation Envoy
  • +10% Ship Speed in Federation Space
President Modifiers:
  • +10% Diplomatic Weight
  • Member Modifiers:
  • -50% Cohesion loss from failed votes
  • +25% Damage to Crisis Ships
President Modifiers:
  • +10% Monthly Unity
  • Member Modifiers:
  • +1 Unity per Federation Envoy
  • +25% Damage to Crisis Ships
Trade League
 
Trade League Trade Policy President Modifiers:
  • +1 Available Envoys
  • Member Modifiers:
  • +5% Trade Value
  • +10% Ship Speed in Federation Space
President Modifiers:
  • +1 Federation Influence Gain
  • Member Modifiers:
  • +5% Trade Value
  • +5 Trade Protection
President Modifiers:
  • +10% Diplomatic Weight
  • Member Modifiers:
  • +5% Trade Value
  • +25% Naval Contribution Effect
President Modifiers:
  • +10% Trade Value
  • Member Modifiers:
  • +5% Trade Value
  • +25% Damage to Crisis Ships
  
Martial Alliance
 
  • +100 Ship Starting Experience
  • +100 Army Starting Experience
  • +25% Ship Build Speed
President Modifiers:
  • -10% Claim Influence Cost
  • Member Modifiers:
  • +25% Naval Contribution Effect
  • +10% Ship Speed in Federation Space
President Modifiers:
  • +1 Available Envoys
  • Member Modifiers:
  • +1 Admiral Level Cap
  • +10% Ship Fire Rate
President Modifiers:
  • 10% Federation Fleet Unity
  • Member Modifiers:
  • +25% Naval Contribution Effect
  • +25% Damage to Crisis Ships
President Modifiers:
  • +10% Diplomatic Weight
  • Member Modifiers:
  • +25% Naval Contribution Effect
  • +25% Damage to Crisis Ships
  
Research Cooperative
 
Free Research Agreement with all members President Modifiers:
  • +1 Research Alternatives
  • Member Modifiers:
  • +5% Research Speed from Agreements
  • +5% Research Speed
President Modifiers:
  • +20% Diplomatic Weight from Technologies
  • Member Modifiers:
  • +5% Research Speed from Agreements
  • x2 Rare Tech Discovery Chance if other members know it
President Modifiers:
  • +1 Available Envoys
  • Member Modifiers:
  • +5% Research Speed from Agreements
  • +20% Research Speed during a Crisis
President Modifiers:
  • +1 Megastructure Build Capacity
  • Member Modifiers:
  • +5% Research Speed from Agreements
  • +20% Research Speed during a Crisis
   
Hegemony
 
  • Members cannot leave the Federation
  • Members can gain the Secede Casus Belli
  • Reduced Centralization requirements
President Modifiers:
  • -100% Naval Contribution Cost
  • +1 Available Envoys
  • Other Members Modifiers:
  • +5% Resources from Jobs
President Modifiers:
  • Gain the Establish Hegemony Wargoal
  • Other Members Modifiers:
  • +5% Resources from Jobs
  • -50% Cohesion loss from new members
President Modifiers:
  • +1 Federation Influence Gain
  • Other Members Modifiers:
  • +5% Resources from Jobs
  • -100% Migration Pact Upkeep
  • -100% Research Agreement Upkeep
President Modifiers:
  • 10% of every member's Diplomatic Weight
  • Other Members Modifiers:
  • +25% Damage to Crisis Ships
  • 10% Federation Fleet Unity
    

Federation projectsEdit

Once 60 years pass, if a Federation reached at least level 2 and is at peace its president may be offered the choice to start a joint project with the other Federation members. The joint project lasts 10 years and requires each member to individually complete a special project. If not even a single member completes it the joint project will fail and the Federation will gain -50   Cohesion.

  •   Galactic Union and   Research Cooperative Federations have as objective studying a space aurora. Each member will be given a special project above its capital starbase that requires a science ship with a level 2 or higher scientist and requires 200   Physics Research. Completing the special projects brings a choice but its effects are purely visual. The project is complete after 3 years or when every member finishes the special project.
    • If all members participated the Federation will gain +30   Cohesion and each member will gain +10%   Physics and +5%   Society Research Research for 10 years
    • If not all members participated each member that participated will gain +10%   Physics Research for 6 years
  •   Hegemony Federations have as objective building a monument. Members that agree gain a temporary +30   Opinion with the president while those that refuse gain -50   Opinion with the president. If more than half of the members disagree the Federation will lose 100   Cohesion and the president will lose 50   influence. If at least half of the members agree all members that agreed will be issued a special project above the president's capital which requires a construction ship and takes a year to complete, while the president will be issued a special project to give members +35% attraction towards the president's ethics which requires a science ship and takes 6 months to complete. Any member that finishes the special project will gain a temporary +50   Opinion with the president. Once all member special projects are completed the project is completed.
    • If all members participated the Federation will gain +100   Cohesion and the president will gain the   Federation Monument planetary feature on the capital
    • If not all members participated the Federation will gain +25   Cohesion
  •   Martial Alliance Federations have as objective a Federation-wide fleet exercise. Members that agree gain a temporary +50   Opinion with the president while those that refuse gain -50   Opinion with the president. If more than half of the members disagree the Federation will lose 100   Cohesion and the president will lose 50   influence. If at least half of the members agree the president and all members that agreed will be given a location in the Situation Log which they must reach with a fleet of at least 15 ships. Once each member reaches the location a hostile fleet of 5-9 ships will appear and must be defeated in 30 days. Once each fleet is defeated the project is completed.
    • If all members participated the Federation will gain +100   Cohesion and the each member will gain +15%   Fire Rate for 25 years
    • If not all members participated the Federation will gain +50   Cohesion and the each member that participated will gain +15%   Fire Rate for 25 years
  •   Trade League Federations have as objective creating a shipping standard. Within two years each member must generate in a star system at least 50   Trade Value. Members that fail will gain -10%   Trade Value until the project is complete. Members that succeed will gain +5%   Consumer Goods and -10%   Trade Value, or only -5% if the system's Starbase has an   Offworld Trading Company building, and will be issued a special project on the system's Starbase that requires a construction ship. Once each member completes its special project all modifiers are removed and the project is completed.
    • If all members participated each member will gain +5%   Consumer Goods and +12%   Trade Value
    • If not all members participated each member that participated will gain +2.5%   Consumer Goods and +10%   Trade Value

Federation CohesionEdit

Cohesion   is a measure of how unified a Federation is and ranges from +100 to -100. It has the following effects:

  • Each 10 points of Cohesion above 0 adds +1 XP per month to a Federation, up to +10 at +100 Cohesion  .
  • Each 10 points of Cohesion below 0 adds -1 XP per month to a Federation, up to -10 at -100 Cohesion  .
  • Each 4 points of Cohesion above 0 adds +1 Acceptance for changing Federation Laws.
  • Each 4 points of Cohesion below 0 adds -1 Acceptance for changing Federation Laws.
  • Cohesion below 90 reduces the Acceptance for increasing the Centralization Law by -50.

The following incur immediate Cohesion   changes:

  • -100 whenever a member joins or leaves the Federation.
  • -50 whenever Federation Type changes
  • -10 whenever Federation Centralization Law changes
  • -5 whenever any other Federation Law changes
  • -10 whenever a failed vote occurs

The following incur monthly Cohesion   changes:

  • +1 for each envoy assigned to the Federation
  • -0.25 for each member of the Federation
  • -0.15 multiplied by the number of different ethics, minus 3 (moderate and fanatic ethics of the same type will count as different ethics)
  • -0.5 for each opposed ethics (unclear as of yet what gives the exact number of opposed ethics)

If a Federation loses the experience required for a level and fails to raise it above the required limit within 90 days, the Federation level will downgrade and remove all perks from the previously held level. Each level requires the following amount of experience:

Level 2 3 4 5
XP 1200 3600 8400 18000

A Federation's experience is capped at 18000, meaning that at level 5 any negative Cohesion will downgrade the Federation level.

Federation FleetEdit

Federations that have their Fleet Contribution law set to anything other than None feature a joint fleet in addition to the forces of the separate member empires, controlled by the current federation president. Federation fleets cost no maintenance and use the federation fleet capacity, to which every member contributes based on the Fleet Contribution law, up to 600. The fleets cannot exceed this cap. The Entente Coordination tradition doubles the naval capacity contribution of the members that adopt it while not reducing their own further. Federation fleets do not have a command limit.

The president designs the federation fleet ships via a special ship designer available in the federation menu and may use any technology available to any member empire. Regular ship designs cannot be used to build federation ships. The president's empire is responsible for commanding the federation fleets. Federation law determines whether any member of the federation or the president's empire alone can build ships for the federation fleet. Any AI federation member's research of a component-unlocking technology will auto-update the default federation designs, but not any player-created ones, adding theirs to the list instead. Since their designs are considered newer if you update your federation fleets at this time your fleet will become their design, which can be undesirable.

If a federation is disbanded, so is the federation fleet.

The federation fleet has its own Titan limit, which does not affect the number of Titans its members can construct individually.

The federation can include one Juggernaut regardless of whether any member empire has one of their own.

Federation lawsEdit

Federation laws dictate how the federation operates and customize certain aspects of a federation. Any federation member can propose a law change. Hovering over any law will list the federation members that will oppose it. A failed vote will add −10   Cohesion.

Federation CentralizationEdit

Federation Centralization determines what Federation laws are available and is limited by the current federation level. Raising centralization will incur increasingly higher cost to cohesion.

Type   Monthly cohesion Required level Description
Minimal 0 1 The Federation's influence over its members is kept at a minimum.
Low −1 2 The level of Federation influence over member states are kept very low.
Medium −2 3 The Federation has a good deal of influence over its members, while still allowing some independent governing.
High −3 4 The Federation's influence over its member states is almost absolute.
Very High −4 5 The Federation has sovereign control over how member states are being governed.

Fleet ContributionEdit

The Fleet Contribution law determines how much   naval capacity is transferred from federation members to the federation fleet. The availability of laws is heavily affected by the federation type.

Type   Monthly cohesion   Transferred naval capacity Max Fleet Size Required centralization Desctiption
  Galactic Union   Hegemony   Martial Alliance   Research Cooperative   Trade League
None 0 0 0 Minimal Minimal Minimal Minimal Minimal This federation has no collaborative military effort.
Low −0.25 10% 200 Low Minimal Minimal Medium Low This federation has a minor collaborative military effort.
Medium −0.5 20% 400 Medium Low Low Very High Medium This federation has a moderate collaborative military effort.
High −0.75 30% 600 High High Medium   Very High This federation has a extensive collaborative military effort.

Federation Fleet ConstructionEdit

The Federation Fleet Construction law determines who can build ships for the federation fleet.

Type Effects Required Centralization
Everyone All members can build ships for the federation fleet Minimal
Only Leader Only the federation president can build ships for the federation fleet Low

Succession TypeEdit

The Succession Type law determines how the next federation president is chosen once their term is up.

Type   Monthly cohesion Effects Required centralization DLC
Rotation -0.5 Leadership is rotated among each Federation member Minimal
Strongest −1 The empire with the highest succession power becomes the next president Minimal if Hegemony
High if Other
Random The next president is chosen randomly Minimal  
Challenge The empire that wins the challenge becomes the next president Low  

Succession PowerEdit

If the Succession Type law is set to Strongest then this law will define what criteria is used to determine which empire is "the strongest".

  • Economy chooses the president based on economic power
  • Diplomatic Weight chooses the president based on diplomatic weight
  • Technology chooses the president based on technology level
  • Fleets chooses the president based on fleet power

ChallengesEdit

If the Succession Type law is set to Challenge then this law will define what the challenge for the choosing the next president will be. Empires that do not meet the challenge requirements will be forced to drop out from the competition.

Challenge Description Empire drops out if
Arena Combat The rulers of all Federation members fight in an arena battle and the winner becomes president while all losers are killed. Each ruler has a chance to win based on a variety of factors.

Winning Odds above 60 and below 500 is counted as 60, namely   Chosen One plus an Odds reducing factor.

Condition Odds
Empire ethics   Fanatic Pacifist: -10
  •   Pacifist: -5
  •   Militarist: +5
  •   Fanatic Militarist: +10
Empire civics
  •   Citizen Service: +6
  •   Warrior Culture: +20
Ruler traits
  •   Substance Abuser: -5
  •   Eager: +1
  •   Stubborn: +1
  •   Adaptive: +3
  •   Resilient: +5
  •   Cyborg: +15
  •   Synthetic: +20
  •   Psychic: +25
  •   Chosen One: +500
General traits (if the ruler was a General)
  •   Armchair Commander: +3
  •   Army Logistician: +3
  •   Charismatic: +3
  •   Restrained: +3
  •   Glory Seeker: +8
  •   Butcher: +10
  •   Mercenary Warrior: +15
Admiral traits (if the ruler was an Admiral)
  •   Lethargic: -3
  •   Aggressive: +2
  •   Trickster: +3
  •   Mercenary Warrior: +10
Governor traits (if the ruler was a Governor)
  •   Bureaucrat: -10
  •   Intellectual: -10
  •   Retired Fleet Officer: +2
  •   Army Veteran: +3
Ruler species traits
  •   Weak: -10
  •   Slow Learners: -2
  •   Talented: +2
  •   Quick Learners: +2
  •   Resilient: +6
  •   Robust: +6
  •   Strong: +10
  •   Very Strong: +15
  •   Survivor: +3
  •   Lithoid: +5
Empire is a   Gestalt Consciousness
Psionic Battle The psionic Pops of all Federation members fight in an arena. Before the fight each empire will be offered to pay   Zro to increase its odds of winning. Each empire's odds to win, capped at 400, are calculated by the following:
  • +1 per Pop with the   Latent Psionic trait
  • +3 per Pop with the   Psionic trait
  • +10 per   Telepath job
  • +40 if the empire paid 100   Zro
  • +60 if the empire paid 500   Zro
  • +80 if the empire paid 1000   Zro
Empires without Pops with the   Psionic or   Latent Psionic trait automatically drop out from the competition
Golden Rule A bid value is determined based on the Federation president's stored   Energy Credits.
President's Energy Credits Bid
0-10000 2500
10000-100000 5000
100000+ 10000

Each member is offered the chance to pay and place a bid or drop out. If multiple members placed a bid, then the offer is given again to those members. Bidding continues until all but one empire have dropped out. This remaining empire then becomes the new president and will also gain the option to invest the bids placed by all members, distribute them or appropriate them.

  • Investing will give all Federation members +10%   Trade Value and +5%   Energy Credits for a year
  • Distributing will refund each member   Energy Credits based on the sum bade by all members
  • Appropriating will grant the president   Energy Credits based on the sum bade by all members and give +5%   Energy Credits and -100   Opinion with all Federation members for 50 years
Bade sum Redistribution value Appropriation value
0-10000 1000 7000
10000-100000 2500 15000
100000+ 5000 75000
Empire refuses to pay or can't afford to place a bid
Thesis Defense Each member empires assembles a team made up of up to five recruited scientists. Each scientist leading a research area will always join if present. Each team has a chance to win based on the traits of each team member.
Condition Odds
Base weight 20
1+   Adaptive +10
1+   Eager +5
1+   Maniacal +10
1+   Meticulous +10
1+   Spark of Genius +20
1+   Substance Abuser +10
1+   Expertise: Statecraft +10
1+ Any Expertise trait +5
1+   Custom AI Assistant +10
1+   Sapient AI Assistant +20
1+   Towel-bearer +9
1+   Curator +10
1+   Psychic +10
1+   Chosen One +30
1+   Cyborg +10
1+   Synthetic +5
1+   Erudite +15
1+   Paranoid -5
1+   Stubborn -5
2+   Carefree -10
2+   Maniacal -20
2+   Substance Abuser -20
No empire in the Federation has Technology Level Superior or Overwhelming +30
Empire does not have at least three scientists

Succession TermEdit

The Succession Term law determines the length of the federation president's term and thus how often the president changes.

Type Effects
10 Years Succession happens every 10 years
20 Years Succession happens every 20 years
30 Years Succession happens every 30 years
40 Years Succession happens every 40 years
Status Change Succession happens when a member surpasses the president by 25%

Federations DLCEdit

The Federation can be customized further with the following laws if the   Federations DLC is installed.

Can Subjects Join
Type   Monthly cohesion Effects Required centralization DLC
No 0 Subject empires will not join the Federation
Existing subjects of a Federation member are kicked from the Federation
Unavailable for Hegemony Federations
Minimal
Yes 0 Subject empires will join or leave the Federation if the overlord does
Existing subjects of a Federation member join the Federation
Minimal  
Vote Weight
Type   Monthly cohesion Effects Required centralization DLC
Equal 0 Each member has equal voting power Minimal
Diplomatic 0 The voting power of each member is determined by their   Diplomatic Weight Medium  
War Declaration
Type   Monthly cohesion Effects Required centralization DLC
Unanimous Vote 0 Each member must agree Minimal
Majority Vote 0 The majority of the members must agree Minimal if Hegemony
Low if not Hegemony
 
President Decides −0.5 Only the federation president must agree High  
Invite Members
Type   Monthly cohesion Effects Required centralization DLC
Unanimous Vote 0 Each member must agree Minimal
Majority Vote 0 The majority of the members must agree Low  
President Decides −0.25 Only the federation president must agree Minimal if Hegemony
High if not Hegemony
 
Kick Members
Type   Monthly cohesion Effects Required centralization DLC
Majority Vote 0 The majority of the members must agree Minimal
President Decides −0.5 Only the federation president must agree Minimal if Hegemony
Very High if not Hegemony
 
Free Migration
Type   Monthly cohesion Effects Required centralization DLC
Disabled 0 Pops cannot migrate to other Federation members without a   Migration Treaty Minimal
Enabled 0 Pops can migrate to other federation members without the need for a   Migration Treaty Medium  
Separate Treaties
Type   Monthly cohesion Effects Required centralization DLC
Allowed 0 Members can sign   Commercial Pacts,   Migration Treaties or   Research Agreements with empires outside the Federation Minimal
Prohibited −0.1 Members cannot sign   Commercial Pacts,   Migration Treaties or   Research Agreements with empires outside the Federation Low  

ReferencesEdit