Galaxy settings
Galaxy Settings are the various changes that the player can make before starting a single player or multiplayer game. These settings can be used to make game sessions shorter or longer, simpler or more complex, as well as to increase the difficulty if desired.
General settings[edit | edit source]
Gameplay[edit | edit source]
Gameplay settings affect how difficult the game will be for human players.
Difficulty[edit | edit source]
The difficulty setting gives the AI bonuses at higher settings and gives human players bonuses at lower settings. Higher difficulty also increases the strength of the endgame crisis. AI vassals of human players receive bonuses as though difficulty were one level lower.
Difficulty | Player empire bonuses | AI empire bonuses | Spaceborne aliens bonuses | Endgame crisis bonuses | Guardian bonuses | Difficulty Adjusted Technology Cost |
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Civilian | None | None | None | None | ||
Cadet | None | None | None | None |
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Ensign | None | None |
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Captain | None |
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Commodore | None |
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Admiral | None |
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Grand Admiral | None |
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In addition, if difficulty is set to Civilian the gameplay will change to provide a less aggressive and disruptive experience:
- AI empires are 5 times less likely to be
Fanatic Xenophobe
Gray Tempest L-Cluster outcome cannot happen
Gish unique system cannot spawn
AI empires cannot become Galactic Nemesis
Ithome Cluster cannot spawn
- Randomly generated empires cannot have the following civics:
Ironman Mode[edit | edit source]
Ironman is an optional game mode that restricts the player’s control over their save file, effectively removing the ability to correct mistakes and change decisions made during the course of play. In ironman mode, saving manually is disabled and the game runs on a single save file that gets overwritten every time a significant action is taken. Console commands and even option to open the console are also disabled.
Achievements can only be unlocked in Ironman Mode and only if the checksum is not modified by the presence of gameplay mods.
Galaxy[edit | edit source]
Galaxy settings decide the map of the game.
Galaxy Size[edit | edit source]
The Galaxy Size setting controls the number of star systems in the galaxy as well as how many AI Empires, Fallen Empires and Marauder Empires can be generated.
Galaxy Shape[edit | edit source]
There are 10 different types of galaxies available, some of them requiring a minimum galaxy size to be used.
Hyperlane Density[edit | edit source]
The Hyperlane Densitysetting determines number of hyperlanes in the galaxy. Ranges from 0.5x to 2.75x to Full. Full density removes clusters and choke points.
Empires[edit | edit source]
- AI Empires – Determines the number of AI empires that spawn. Max number dependents on galaxy size. Can be set to include a 50% randomization.
- Fallen Empires – Determines the number of Fallen Empires that spawn. Max number dependents on galaxy size.
- Advanced AI Starts – Determines the number of AI empires that will get the following benefits to have a head start:
500 Alloys
200 Influence
1000 Food if not
Machine Intelligence
1000 Energy (2000 if
Machine Intelligence)
500 Consumer Goods if not
Gestalt Consciousness
1000 Minerals (1500 if
Gestalt Consciousness)
Planetary Unification technology
3–7 extra corvettes
- 2–5 extra systems with stations built over all deposits
- 0–3 extra Starport-level starbases
- Mining or research station over every deposit within borders
- Guaranteed habitable worlds are colonized and developed
Advanced Settings[edit | edit source]
Gameplay[edit | edit source]
- Crisis Type – Determines which one of the endgame crises will appear. If set to All each crisis will be stronger than the previous one.
- Crisis Strength – Determines the additional bonus that endgame crisis ships get. Ranges from Off (no crisis) to 0.25x to 25x. Base crisis ship bonus is multiplied by the number of this slider, square root for midgame crisis (e.g. Great Khan, Gray Goo).
Example, Captain (105%), 2x crisis strength: endgame crisis bonus = ; midgame crisis bonus =
Example, Ensign (90%), 5x crisis strength: endgame crisis bonus = ; midgame crisis bonus =
Example, Commodore (120%), 0.75x crisis strength: endgame crisis bonus = ; midgame crisis bonus = , not because crisis strength
- Scaling Difficulty – Causes the player or AI empires and spaceborne aliens difficulty bonuses to start at zero and scale up over the course of the game, reaching the bonus defined by difficulty level at the Mid-Game or End-Game year.
- Difficulty Adjusted AI Modifiers – Multiplies empire-wide economic modifiers for AI empires on harder difficulties. Empire-wide economic modifiers includes things such as technologies which increase job output.
- AI Aggressiveness – Determines how likely the AI is to declare war on empires if they have negative attitude as well as how many fleets will it use for offense.
- Logistic Growth Ceiling – Determines the pop growth bonuses when planets are in the middle of their logistic curve. Higher values negatively affect late-game performance. Ranges from 1x (growth is constant) to 2x (double growth).
- Growth Required Scaling – Determines how many growth points are required for new pops to be created. Lower values negatively affect late-game performance. Ranges from 0x (growth is constant) to 1x.
- Technology Cost – Determines the costs of technologies. Does not affect event rewards. Ranges from 0.25x to 5x.
- Tradition Cost – Determines the costs of traditions and ambitions. Does not affect event rewards. Ranges from 0.25x to 5x.
- Difficulty Adjusted Technology Costs – Increases the technology costs on harder difficulties.
Galaxy[edit | edit source]
- Habitable Worlds – Increases or decreases the chance of planets being habitable. Ranges from 0.25x to 5x.
- Pre-FTL Civilizations and Pre-Sapient Species – Increases or decreases the chance of Pre-FTL species spawning. Ranges from Off to 0.25x to 5x.
- Empire Placement – Determines whether empires will be placed in clusters to increase the likelihood that you'll have some neighbors or placed at random.
- Advanced Neighbors – Determines whether advanced AI empires can spawn next to human players or not.
- Abandoned Gateways – Determines number of abandoned gateways in the galaxy. Ranges from 0× (no gateways) to 5x.
- Wormhole Pairs – Determines number of wormhole pairs in the galaxy. Ranges from 0x (no wormholes except the one leading to the Sealed System) to 5x. Does not affect event-generated wormholes.
- Guaranteed Habitable Worlds – Creates a number of habitable planets of the same class as the homeworld close to every empire's starting system. Can be set to 0, 1 or 2. Some origins disable or modify the guaranteed habitable worlds.
Game Length[edit | edit source]
Game Length determine the duration of Early-Game, Mid-Game and End-Game.
- Victory Year – Determines when the empire with the highest score is declared winner. Setting it to max disables victory. Can only be set after the End-Game Start Year
Mid-Game Start Year[edit | edit source]
Can only be set before the End-Game Start Year and with a lower limit of 2225. After the mid-game start year the following events will take place:
- Ancient Mining Drones and Crystalline Entities can expand
- Pre-FTL civilizations advance through the ages twice as fast
- Fleet Maneuvers event can trigger
- Fallen empires offer better gifts
Spectral Wraith can emerge from the germinating pulsar
AI rebellions can take place
Marauder mercenary fleets become available
Marauder empires can become The Horde
AI empires discover L-Gate clues faster
Enigmatic Cache can emerge from a gateway or L-gate
Ancient Tomb archaeology site can appear
The Crystalline Empire enclave can spawn
The On the Shoulders of Giants event chain starts
The Kaleidoscope situation can start
The Cost of Freedom event chain starts
The Fear of the Dark event chain starts
Ithome cluster empire can open their wormhole
Astral rifts can spawn
New astral scars can spawn
Nexus storms can spawn
The Storm Frenzy event chain can start
The Voidworm Plague can take place
Primal Calling empires receive a first contact with all unknown space fauna
Celestial Chart relic can discover treasure troves for empires without the Treasure Hunters origin
End-game Start Year[edit | edit source]
Can only be set after the Mid-Game Start Year and with an upper limit of 3000. After the end-game start year the following events will take place:
- Endgame crises can trigger
- Fallen Empires can awaken
- The Bemat Thalassocracy can appear
- Fewer random espionage events happen
War in Heaven can occur after awakening of at least 2 Fallen Empires
Marauder empires can no longer become The Horde
AI empires discover L-gate clues faster
The Voidworm Plague can no longer take place
DLC[edit | edit source]
DLC settings are only available if certain DLCs are enabled.
Marauder Empires – The max number of marauder empires that can spawn. Can be set to include a 50% randomization.
L-Gates – Determines whether the L-Gates will spawn.
Caravaneers – Determines whether the Caravaneers will spawn.
Xeno-Compatibility – Determines whether the
Xeno-Compatibility ascension perk can be picked.
Storm Chance: Early-Game – Determines the spawn chance of cosmic storms during early-game. Ranges from Off to 0.1x to 10x.
Storm Chance: Mid-Game – Determines the spawn chance of cosmic storms during mid-game. Ranges from Off to 0.1x to 10x.
Storm Chance: End-Game – Determines the spawn chance of cosmic storms during end-game. Ranges from Off to 0.1x to 10x.
Storm Maximum: Early-Game – Determines the maximum number of cosmic storms that can can appear during early-game. Ranges from 1 to 20.
Storm Maximum: Mid-Game – Determines the maximum number of cosmic storms that can can appear during mid-game. Ranges from 1 to 20.
Storm Maximum: End-Game – Determines the maximum number of cosmic storms that can can appear during end-game. Ranges from 1 to 20.
Storm Cooldown – Determines the number of years between each cosmic storm spawn chance. Ranges from 0 to 5. The base chance is randomly between 1 and 2 years for normal storms and a minimum of 20 years for nexus storms. Both the minimum and maximum time are affected.
Voidworms – Determines how fast Voidworms spread. Ranges from 0x to 3x. 0x also disables their starting system.
Cutholoids – Determines how many Cutholoid systems will be present in the galaxy. Ranges from 0x (no Cutholoids) to 3x. Does not affect the respawn rate.
References[edit | edit source]
Game | Features • Achievements • Game Settings • Ironman • Mods |
Guides | Beginner's guide • User interface • Hotkeys • Multiplayer • Console commands |
Development | Patches • Downloadable content • Developer diaries • Modding |
Community | Communities • Jargon |