Galaxy settings

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This article has been verified for the current PC version (3.14) of the game.
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
Civilian
  • Mod pop resource output.png +100% Resources from jobs and stations
  • Naval capacity.png +100% Naval capacity
  • Mod planet stability add.png +20 Stability
  • Mod trade value mult.png +100% Trade value
  • Time +20% First Contact discovery speed
  • Feature −90% Deficit and Revolt situations progress
None None None None
Cadet
  • Mod pop resource output.png +50% Resources from jobs and stations
  • Naval capacity.png +50% Naval capacity
  • Mod planet stability add.png +10 Stability
  • Mod trade value mult.png +50% Trade value
  • Feature −50% Deficit and Revolt situations progress
None None None None
  • +2.5%*tier on Low
  • +5%*tier on Normal
  • +7.5%*tier on High
  • +10%*tier on Extreme
Ensign None None
  • Mod ship damage mult.png +30% Weapons damage
  • Mod ship hitpoints add.png +30% Hull
  • Mod ship armor mult.png +30% Armor
  • Mod ship shield hp mult.png +30% Shields
  • Mod ship damage mult.png +90% Weapons damage
  • Mod ship hitpoints add.png +90% Hull
  • Mod ship armor mult.png +90% Armor
  • Mod ship shield hp mult.png +90% Shields
  • Mod ship damage mult.png +15% Weapons damage
  • Mod ship hitpoints add.png +15% Hull
  • Mod ship armor mult.png +15% Armor
  • Mod ship shield hp mult.png +15% Shields
  • +5%*tier on Low
  • +10%*tier on Normal
  • +15%*tier on High
  • +20%*tier on Extreme
Captain None
  • Mod pop resource output.png +25% Resources from jobs and stations
  • Naval capacity.png +15% Naval capacity
  • Mod ship upkeep mult.png −10% Ship upkeep
  • Mod spaceport module cost mult.png −10% Starbase shipyard cost
  • Mod pop resettlement cost mult.png −25% Resettlement cost
  • Mod planet stability add.png +5 Stability
  • Mod trade value mult.png +25% Trade value
  • Difficulty Adjusted AI Modifiers +25%
  • Mod ship damage mult.png +35% Weapons damage
  • Mod ship hitpoints add.png +35% Hull
  • Mod ship armor mult.png +35% Armor
  • Mod ship shield hp mult.png +35% Shields
  • Mod ship damage mult.png +105% Weapons damage
  • Mod ship hitpoints add.png +105% Hull
  • Mod ship armor mult.png +105% Armor
  • Mod ship shield hp mult.png +105% Shields
  • Mod ship damage mult.png +17.5% Weapons damage
  • Mod ship hitpoints add.png +17.5% Hull
  • Mod ship armor mult.png +17.5% Armor
  • Mod ship shield hp mult.png +17.5% Shields
  • +7.5%*tier on Low
  • +15%*tier on Normal
  • +22.5%*tier on High
  • +30%*tier on Extreme
Commodore None
  • Mod pop resource output.png +50% Resources from jobs and stations
  • Naval capacity.png +30% Naval capacity
  • Mod ship upkeep mult.png −20% Ship upkeep
  • Mod spaceport module cost mult.png −20% Starbase shipyard cost
  • Mod pop resettlement cost mult.png −50% Resettlement cost
  • Mod planet stability add.png +10 Stability
  • Mod trade value mult.png +50% Trade value
  • Difficulty Adjusted AI Modifiers +50%
  • Mod ship damage mult.png +40% Weapons damage
  • Mod ship hitpoints add.png +40% Hull
  • Mod ship armor mult.png +40% Armor
  • Mod ship shield hp mult.png +40% Shields
  • Mod ship damage mult.png +120% Weapons damage
  • Mod ship hitpoints add.png +120% Hull
  • Mod ship armor mult.png +120% Armor
  • Mod ship shield hp mult.png +120% Shields
  • Mod ship damage mult.png +20% Weapons damage
  • Mod ship hitpoints add.png +20% Hull
  • Mod ship armor mult.png +20% Armor
  • Mod ship shield hp mult.png +20% Shields
  • +10%*tier on Low
  • +20%*tier on Normal
  • +30%*tier on High
  • +40%*tier on Extreme
Admiral None
  • Mod pop resource output.png +75% Resources from jobs and stations
  • Naval capacity.png +45% Naval capacity
  • Mod ship upkeep mult.png −30% Ship upkeep
  • Mod spaceport module cost mult.png −30% Starbase shipyard cost
  • Mod pop resettlement cost mult.png −75% Resettlement cost
  • Mod planet stability add.png +15 Stability
  • Mod trade value mult.png +75% Trade value
  • Difficulty Adjusted AI Modifiers +75%
  • Mod ship damage mult.png +45% Weapons damage
  • Mod ship hitpoints add.png +45% Hull
  • Mod ship armor mult.png +45% Armor
  • Mod ship shield hp mult.png +45% Shields
  • Mod ship damage mult.png +135% Weapons damage
  • Mod ship hitpoints add.png +135% Hull
  • Mod ship armor mult.png +135% Armor
  • Mod ship shield hp mult.png +135% Shields
  • Mod ship damage mult.png +22.5% Weapons damage
  • Mod ship hitpoints add.png +22.5% Hull
  • Mod ship armor mult.png +22.5% Armor
  • Mod ship shield hp mult.png +22.5% Shields
  • +12.5%*tier on Low
  • +25%*tier on Normal
  • +37.5%*tier on High
  • +50%*tier on Extreme
Grand Admiral None
  • Mod pop resource output.png +100% Resources from jobs and stations
  • Naval capacity.png +60% Naval capacity
  • Mod ship upkeep mult.png −40% Ship upkeep
  • Mod spaceport module cost mult.png −40% Starbase shipyard cost
  • Mod pop resettlement cost mult.png −100% Resettlement cost
  • Mod planet stability add.png +20 Stability
  • Mod trade value mult.png +100% Trade value
  • Difficulty Adjusted AI Modifiers +100%
  • Mod ship damage mult.png +50% Weapons damage
  • Mod ship hitpoints add.png +50% Hull
  • Mod ship armor mult.png +50% Armor
  • Mod ship shield hp mult.png +50% Shields
  • Mod ship damage mult.png +150% Weapons damage
  • Mod ship hitpoints add.png +150% Hull
  • Mod ship armor mult.png +150% Armor
  • Mod ship shield hp mult.png +150% Shields
  • Mod ship damage mult.png +25% Weapons damage
  • Mod ship hitpoints add.png +25% Hull
  • Mod ship armor mult.png +25% Armor
  • Mod ship shield hp mult.png +25% Shields
  • +15%*tier on Low
  • +30%*tier on Normal
  • +45%*tier on High
  • +60%*tier on Extreme

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.png Fanatic Xenophobe
  • Distant Stars.png Gray Tempest L-Cluster outcome cannot happen
  • Distant Stars.png Gish unique system cannot spawn
  • Nemesis.png AI empires cannot become Galactic Nemesis
  • First Contact Ithome Cluster cannot spawn
  • Randomly generated empires cannot have the following civics:
    • Fanatic PurifiersDevouring SwarmDetermined Exterminator Genocidal
    • Barbaric Despoilers Barbaric Despoilers
    • Criminal Heritage Criminal Heritage
    • Driven Assimilator Driven Assimilator

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.

Size Stars Max AI empires Max fallen empires Recommended crisis strength Imperial Fiefdom Imperial Fiefdom vassals Apocalypse.png Max marauder empires Cosmic Storms.png Cosmic Storms size Grand Archive Cutholoid systems Grand Archive Voidworms needed for Voidworm Plague
Tiny 200 6 1 0.5x 1 1 60% 5 16
Small 400 12 2 0.75x 2 2 80% 10 32
Medium 600 18 3 1x 3 2 100% 15 48
Large 800 24 4 1.25x 4 3 120% 20 64
Huge 1000 30 5 1.5x 4 3 140% 25 80

Galaxy Shape[edit | edit source]

There are 10 different types of galaxies available, some of them requiring a minimum galaxy size to be used.

Type Min Galaxy Size Description
Button galaxy shape elliptical.png Eliptical Tiny A simple round galaxy of evenly distributed stars.
Button galaxy shape spiral 2 arms.png Spiral (2 Arms) Tiny This galaxy has two arms curving out from the galactic core.
Button galaxy shape ring.png Ring Tiny A round galaxy with more space around the galactic core.
Button galaxy shape barred spiral.png Barred Spiral Tiny This galaxy is split into two thick spiral arms, with only a few connections.
Button galaxy shape spiral 3 arms.png Spiral (3 Arms) Small This galaxy has three arms curving out from the galactic core.
Button galaxy shape spiral 4 arms.png Spiral (4 Arms) Medium This galaxy has four arms curving out from the galactic core.
Button galaxy shape starburst.png Starburst Medium Several parallel arms whirl out from the galactic core.
Button galaxy shape cartwheel.png Cartwheel Medium Several thin arms create this hybrid between a spiral and a ring galaxy.
Button galaxy shape spoked.png Spoked Medium This galaxy is split into 'slices' that are mostly separated from one another.
Button galaxy shape spiral 6 arms.png Spiral (6 Arms) Large This galaxy has six arms curving out from the galactic core.

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:
    • Alloys.png 500 Alloys
    • Influence.png 200 Influence
    • Food.png 1000 Food if not Auth machine intelligence.png Machine Intelligence
    • Energy Credits.png 1000 Energy (2000 if Auth machine intelligence.png Machine Intelligence)
    • Consumer goods.png 500 Consumer Goods if not Gestalt consciousness.png Gestalt Consciousness
    • Minerals.png 1000 Minerals (1500 if Gestalt consciousness.png Gestalt Consciousness)
    • Tech planetary unification.png Planetary Unification technology
    • Corvette size icon.png 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
  • Leviathans.png Spectral Wraith can emerge from the germinating pulsar
  • Synthetic Dawn.png AI rebellions can take place
  • Apocalypse.png Marauder mercenary fleets become available
  • Apocalypse.png Marauder empires can become The Horde
  • Distant Stars.png AI empires discover L-Gate clues faster
  • Distant Stars.png Enigmatic Cache can emerge from a gateway or L-gate
  • Ancient Relics.png Ancient Tomb archaeology site can appear
  • Federations The Crystalline Empire enclave can spawn
  • Federations The On the Shoulders of Giants event chain starts
  • Nemesis.png The Kaleidoscope situation can start
  • First Contact The Cost of Freedom event chain starts
  • First Contact The Fear of the Dark event chain starts
  • First Contact Ithome cluster empire can open their wormhole
  • Astral Planes.png Astral rifts can spawn
  • Astral Planes.png New astral scars can spawn
  • Cosmic Storms.png Nexus storms can spawn
  • Cosmic Storms.png The Storm Frenzy event chain can start
  • Grand Archive The Voidworm Plague can take place
  • Grand Archive Primal Calling empires receive a first contact with all unknown space fauna
  • Grand Archive 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
  • Leviathans.png War in Heaven can occur after awakening of at least 2 Fallen Empires
  • Apocalypse.png Marauder empires can no longer become The Horde
  • Distant Stars.png AI empires discover L-gate clues faster
  • Grand Archive The Voidworm Plague can no longer take place

DLC[edit | edit source]

DLC settings are only available if certain DLCs are enabled.

  • Apocalypse.png Marauder Empires – The max number of marauder empires that can spawn. Can be set to include a 50% randomization.
  • Distant Stars.png L-Gates – Determines whether the L-Gates will spawn.
  • MegaCorp.png Caravaneers – Determines whether the Caravaneers will spawn.
  • MegaCorp.png Xeno-Compatibility – Determines whether the Ap xeno compatibility.png Xeno-Compatibility ascension perk can be picked.
  • Cosmic Storms.png Storm Chance: Early-Game – Determines the spawn chance of cosmic storms during early-game. Ranges from Off to 0.1x to 10x.
  • Cosmic Storms.png Storm Chance: Mid-Game – Determines the spawn chance of cosmic storms during mid-game. Ranges from Off to 0.1x to 10x.
  • Cosmic Storms.png Storm Chance: End-Game – Determines the spawn chance of cosmic storms during end-game. Ranges from Off to 0.1x to 10x.
  • Cosmic Storms.png Storm Maximum: Early-Game – Determines the maximum number of cosmic storms that can can appear during early-game. Ranges from 1 to 20.
  • Cosmic Storms.png Storm Maximum: Mid-Game – Determines the maximum number of cosmic storms that can can appear during mid-game. Ranges from 1 to 20.
  • Cosmic Storms.png Storm Maximum: End-Game – Determines the maximum number of cosmic storms that can can appear during end-game. Ranges from 1 to 20.
  • Cosmic Storms.png 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.
  • Grand Archive Voidworms – Determines how fast Voidworms spread. Ranges from 0x to 3x. 0x also disables their starting system.
  • Grand Archive 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]