Federation

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

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Please help with verifying or updating older sections of this article. At least some were last verified for version 3.4.

This article is for the PC version of Stellaris only.
A Federation fleet from every species class.

Federations are groups of empires that band together for mutual benefit. A federation is a more involved 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. If the union map view is toggled on, all federation members share the same color.

A federation can only be created by one of four ways: an empire that adopts the The Federation The Federation tradition from the Diplomacy tree may create a Federation with another empire, an empire that has an origin that starts them in a federation, a revolt against the Galactic Imperium Galactic Imperium, or during the late game "War in Heaven," the strongest empire in the galaxy will get an event to create a League of Non Aligned powers, even if that strongest empire doesn't have The Federation The Federation. Empires with the Civic barbaric despoilers.png Barbaric Despoilers civic can only create 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.png energy output reduced by −15%. This tax doesn't apply to Energy.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 decaying Diplomacy opinion.png −200 opinion with all federation members.

Federation types[edit | edit source]

The federation type determines what perks the federation provides at each level. The federation type can be changed at any time with a vote by clicking on the federation type icon. Changing the federation type, however, resets the federation level to 1.

The Galactic Union federation type is available by default, and all other federation types require the Federations Federations DLC as well as meeting an additional ethic, authority, civic, or completed tradition tree requirement.

Type Level 1 perks Level 2 perks Level 3 perks Level 4 perks Level 5 perks Requirements
Galactic Union
Galactic Union
  • Federation cohesion.png −50% Cohesion loss from ethics
  • Intel.png +60 Intel cap between members
  • Mod navy size add.png +25% Naval Contribution effect
  • Federation cohesion.png −50% Cohesion loss from new members
  • Monthly unity +2 Unity per federation envoy
  • Trust growth +5% Trust growth per federation envoy
  • Mod ship speed mult.png +10% Ship speed in federation space
  • Federation cohesion.png −50% Cohesion loss from failed votes
  • Damage +25% Damage to crisis ships
  • Monthly unity +2 Unity per federation envoy
  • Trust cap +5% Trust cap per federation envoy
  • Damage +25% Damage to crisis ships
No.pngCivic barbaric despoilers.png Not Barbaric Despoilers
  • President modifiers:
  • Available envoys +1 Available envoys
  • President modifiers:
  • Monthly influence +1 Federation influence gain
  • President modifiers:
  • Mod diplo weight mult.png +10% Diplomatic weight
  • President modifiers:
  • Monthly unity +10% Monthly unity
Trade League
Trade League
  • Menu icon policies.png Trade League trade policy
  • Intel.png +50 Intel cap between members
  • Mod trade value mult.png +5% Trade value
  • Mod ship speed mult.png +10% Ship speed in federation space
Mod trade value mult.png +5% Trade value
  • Mod trade value mult.png +5% Trade value
  • Mod navy size add.png +25% Naval contribution effect
  • Mod trade value mult.png +5% Trade value
  • Damage +25% Damage to crisis ships
  • Federations Federations DLC
  • No.pngCivic barbaric despoilers.png Not Barbaric Despoilers
  • Yes.png Any of:
    • Civic corporate dominion.png Corporate Dominion[1]
    • Civic merchant guilds.png Merchant Guilds
    • Auth corporate.png Corporate
    • Mercantile Mercantile finisher
  • President modifiers:
  • Available envoys +1 Available envoys
  • President modifiers:
  • Monthly influence +1 Federation influence gain
  • Trade protection.png +5 Trade protection
  • President modifiers:
  • Mod diplo weight mult.png +10% Diplomatic weight
  • President modifiers:
  • Mod trade value mult.png +10% Trade value
Martial Alliance
Martial Alliance
  • Mod ship starting experience add.png +100 Ship starting experience
  • Mod army experience gain mult.png +100 Army starting experience
  • Mod ship build speed mult.png +25% Ship build speed
  • Intel.png +50 Intel cap between members
  • Mod navy size add.png +25% Naval contribution effect
  • Mod ship speed mult.png +10% Ship speed in federation space
  • Leader skill levels.png +1 Admiral level cap
  • Mod ship fire rate mult.png +10% Ship fire rate
  • Mod navy size add.png +25% Naval contribution effect
  • Damage +25% Damage to crisis ships
  • Mod navy size add.png +25% Naval contribution effect
  • Damage +25% Damage to crisis ships
  • Federations Federations DLC
  • Yes.png Either:
    • Militarist.pngFanatic Militarist.png Militarist
    • Unyielding Unyielding finisher
  • President modifiers:
  • Mod country influence gain mult.png −10% Claim influence cost
  • President modifiers:
  • Available envoys +1 Available envoys
  • President modifiers:
  • Monthly unity 10% Federation fleet unity
  • President modifiers:
  • Mod diplo weight mult.png +10% Diplomatic weight
Research Cooperative
Research Cooperative
  • Diplomacy research agreement.png Free Research agreement with all members
  • Intel.png +50 Intel cap between members
  • Mod country all tech research speed.png +5% Research speed from agreements
  • Mod country all tech research speed.png +5% Research speed
  • Mod country all tech research speed.png +5% Research speed from agreements
  • Unknown.png ×2 Rare tech discovery chance if another member has it
  • Mod country all tech research speed.png +5% Research speed from agreements
  • Mod country all tech research speed.png +20% Research speed during a crisis
  • Mod country all tech research speed.png +5% Research speed from agreements
  • Mod country all tech research speed.png +20% Research speed during a crisis
  • Federations Federations DLC
  • No.pngCivic barbaric despoilers.png Not Barbaric Despoilers
  • Yes.png Any of:
    • Materialist.pngFanatic Materialist.png Materialist
    • Auth machine intelligence.png Machine Intelligence
    • Discovery Discovery finisher
  • President modifiers:
  • Mod num tech alternatives add.png +1 Research alternatives
  • President modifiers:
  • Diplomatic weight from technology +20% Diplomatic weight from technology
  • President modifiers:
  • Available envoys +1 Available envoys
  • President modifiers:
  • Mod megastructure build speed.png +1 Megastructure build capacity
Hegemony
Hegemony
  • No.png Members cannot freely leave
  • Diplomacy status casus belli holder.png Members gain the Secede casus belli against the president
  • Unknown.png Reduced Centralization requirements
  • Intel.png +40 Intel cap between members
  • Non-President modifiers:
  • Mod pop resource output.png +5% Resources from jobs
  • Federation cohesion.png −50% Cohesion loss from new members
  • Non-President modifiers:
  • Mod pop resource output.png +5% Resources from jobs
  • Influence.png No influence upkeep for
  • Diplomacy migration pact.png Migration treaties or Diplomacy research agreement.png Research agreements with other members
  • Non-President modifiers:
  • Mod pop resource output.png +5% Resources from jobs
  • Damage +25% Damage to crisis ships
  • Monthly unity 10% Federation fleet unity
  • Federations Federations DLC
  • Yes.png Any of:
    • Authoritarian.pngFanatic Authoritarian.png Authoritarian
    • Civic machine servitor.png Rogue Servitor
    • Domination Domination finisher
  • President modifiers:
  • Mod navy size add.png −100% Naval contribution cost
  • Available envoys +1 Available envoys
  • President modifiers:
  • Diplomacy status casus belli holder.png Gain the Establish Hegemony wargoal
  • President modifiers:
  • Monthly influence +1 Federation influence gain
  • President modifiers:
  • Diplomatic weight.png 10% of every member's diplomatic weight

Joint operations[edit | edit source]

Joint operations are event chains which require a federation to work together to complete some objective, depending on the federation type. Completing the operation generally increases the federation's Federation cohesion.png cohesion as well as providing a direct benefit to the members.

Space Cloud[edit | edit source]

Federation default.png Galactic Union and Federation research.png Research Cooperative federations have the objective of studying a space aurora. Each member is given a choice to start a special project above its capital starbase that requires a science ship with a level 2 or higher scientist and requires Physics Research 200 physics research. Completing the special projects brings a choice to free or trap the cloud; either choice progress the project, but affects which final outcome is received. The joint operation ends after 3 years, or completes when every participating member finishes the special project.

  • If all participating members freed the cloud, the federation gains Federation cohesion.png +30 cohesion, and all federation members gain Physics Research +10% physics and Society research +5% society research for 10 years.
  • If all participating members trapped the cloud, the federation gains Federation cohesion.png +20 cohesion, and all federation members gain Physics Research +10% physics research, Mod pop happiness.png −5% happiness, and Immigration pull −20% immigration pull for 4 years.
  • If some participating members trapped the cloud and some freed it, all federation members gain Physics Research +10% physics research for 6 years.

If the project was not completed, it can happen again after 20 years.

Logistics Remodelling[edit | edit source]

Federation trade.png Trade League federations have the objective of creating a shipping standard. Within two years, each member must generate at least Trade value.png 50 trade value in an owned system. Members that fail gain Mod trade value mult.png −10% trade value until the project is complete. Members that succeed gain Consumer goods.png +5% consumer goods and Mod trade value mult.png −10% trade value, or only −5% if the system's Starbase has an Sb offworld trading company.png Offworld Trading Company building, and are issued a special project on the system's Starbase that requires a construction ship. Once each member completes the special project, all modifiers are removed and the project is completed. The joint operation also ends if 15 years pass before all members complete their projects.

  • If all members participated, each member gains Consumer goods.png +5% consumer goods and Mod trade value mult.png +12.5% trade value.
  • If not all members participated, each member that participated gains Consumer goods.png +2.5% consumer goods and Mod trade value mult.png +10% trade value.
  • If no members participated, the federation loses Federation cohesion.png −50 cohesion.

Federation Monument[edit | edit source]

Federation hegemony.png Hegemony federations have the objective of building a monument. Members that agree gain a temporary Diplomacy opinion.png +30 opinion with the president, while those that refuse gain Diplomacy opinion.png −50 opinion with the president. Members which cannot access the president's capital system are not considered. If more than half of the members refuse, the federation loses Federation cohesion.png 100 cohesion and the president loses Influence.png 50 influence. If at least half of the members agree, all members that agreed are issued a special project above the president's capital which requires a construction ship and takes a year to complete, while the president is issued a special project to give up to two members +35% attraction towards the president's ethics for 20 years, which requires a science ship and takes 6 months to complete. Any member that finishes the special project gains a temporary Diplomacy opinion.png +50 opinion with the president. Once all member special projects are finished, the joint operation is completed.

  • If all members agreed and completed the special project, the federation gains Federation cohesion.png +100 cohesion and 1000 experience and the president gains the D monument in space.png Federation Monument planetary feature on their capital (Monthly influence +0.5).
  • If more members completed the project than didn't or refused, the federation gains Federation cohesion.png +50 cohesion and 500 experience and the president gains a lesser version of the D monument in space.png Federation Monument planetary feature on their capital (Monthly influence +0.25).
  • If at least two members completed the project, but more didn't or refused, the federation gains Federation cohesion.png +25 cohesion and 250 experience.
  • If no members completed the project, the federation loses Federation cohesion.png −50 cohesion and the president loses Influence.png 50 influence.

If the monument is not completed (the president didn't gain the planetary feature), the project can happen again after 50 years, but only for a different president.

Joint Military Exercises[edit | edit source]

Federation military.png Martial Alliance federations have a federation-wide fleet exercise as their objective. Members that agree gain a temporary Diplomacy opinion.png +50 opinion with the president while those that refuse gain Diplomacy opinion.png −50 opinion with the president. If more than half of the members refuse, the federation loses Federation cohesion.png 100 cohesion and the president loses Influence.png 50 influence. If at least half of the members agree, the president and all members that agreed are given a location in the Situation Log which they must reach with a fleet of at least 15 ships within 6 years. Once each member reaches the location, a hostile fleet of 5-9 ships appears for each participating member and must be defeated within 30 days. Once the fleets are defeated or not, the joint operation is completed. Members succeed if they complete the project and destroy the hostile fleet before 30 days pass; they fail otherwise. Members who refused to participate also count as failing.

  • If all members succeeded, the federation gains Federation cohesion.png +100 cohesion and 1000 experience and all members gain Mod ship fire rate mult.png +15% fire rate for 25 years.
  • If more members succeeded than failed, the federation gains Federation cohesion.png +50 cohesion and 500 experience and all participating members gain Mod ship fire rate mult.png +15% fire rate for 25 years.
  • If more members failed than succeeded, the federation loses Federation cohesion.png −25 cohesion and all participating members gain Mod ship fire rate mult.png −15% fire rate for 25 years.
  • If no members succeeded, the federation loses Federation cohesion.png −50 cohesion and all participating members gain Mod ship fire rate mult.png −15% fire rate for 25 years.

This joint operation can be repeated once every 50 years.

Federation Cohesion[edit | edit source]

Federation cohesion.png 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 Federation cohesion.png +100 cohesion.
  • Each 10 points of cohesion below 0 adds −1 XP per month to a federation, up to −10 at Federation cohesion.png −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 Federation cohesion.png cohesion changes:

  • −100 whenever a member joins or leaves the federation, including when an empire Diplomacy being integrated.png integrates a subject that was also a member.
  • −50 whenever the federation type changes
  • −10 whenever the federation Centralization Law changes
  • −5 whenever any other federation law changes
  • −10 whenever a failed vote occurs

The following incur monthly Federation cohesion.png 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 (Two opposing fanatics, or any combination with only a single fanatic will only count for one set of opposed ethics. Normal and fanatic on one side, and fanatic or normal and fanatic on the other will count for two.)

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
Total XP 1200 3600 8400 18000
XP from previous level 1200 2400 4800 9600

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

Federation Fleet[edit | edit source]

Federations that have their Fleet Contribution law set to anything other than None feature a joint fleet, controlled by the current federation president, in addition to the forces of the separate member empires. Federation fleets cost no maintenance and use the federation fleet capacity, which every member contributes to based on the Fleet Contribution law, up to 600. The fleets cannot exceed this cap. The Entente Coordination 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 class 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 only the president's empire 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 laws[edit | edit source]

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 support or oppose it. A failed vote adds Federation cohesion.png −10 cohesion.

Federation Centralization[edit | edit source]

Federation Centralization determines what Federation laws are available and is limited by the current federation level. Raising centralization will incur increasingly higher costs to cohesion. Enacting any option adds Federation cohesion.png −10 cohesion.

Option Federation cohesion.png Monthly cohesion Intel.png Member intel cap Required level Description
Minimal 0 +10 1 The Federation's influence over its members is kept at a minimum.
Low −1 +20 2 The level of Federation influence over member states are kept very low.
Medium −2 +30 3 The Federation has a good deal of influence over its members, while still allowing some independent governing.
High −3 +40 4 The Federation's influence over its member states is almost absolute.
Very High −4 +50 5 The Federation has sovereign control over how member states are being governed.

Fleet Contribution[edit | edit source]

The Fleet Contribution law determines how much Mod navy size add.png naval capacity is transferred from federation members to the federation fleet. The availability of this law is heavily affected by the federation type. Enacting any option other than None adds Federation cohesion.png −5 cohesion.

Option Federation cohesion.png Monthly cohesion Mod navy size add.png Transferred naval capacity Fleet Size.png Max fleet size Required centralization Description
Federation military.png Martial Alliance Federation hegemony.png Hegemony Federation default.png Galactic Union Federation trade.png Trade League Federation research.png Research Cooperative
None 0 Minimal Minimal Minimal Minimal Minimal This federation has no collaborative military effort.
Low −0.25 10% 200 Minimal Minimal Low Low Medium This federation has a minor collaborative military effort.
Medium −0.5 20% 400 Low Low Medium Medium Very High This federation has a moderate collaborative military effort.
High −0.75 30% 600 Medium High High Very High No.png This federation has a extensive collaborative military effort.

Federation Fleet Construction[edit | edit source]

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

Option 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 Type[edit | edit source]

The Succession Type law determines how the next federation president is chosen once their term is up. Enacting any option other than Rotation adds Federation cohesion.png −5 cohesion.

Option Federation cohesion.png Monthly cohesion Effects Required centralization DLC
Rotation −0.5 Leadership is rotated among each Federation member Minimal
Strongest 0 if Federation hegemony.png Hegemony
−1 otherwise
The empire with the highest succession power becomes the next president Minimal (if Federation hegemony.png Hegemony)
High (Otherwise)
Random 0 The next president is chosen randomly Minimal Federations
Challenge 0 The empire that wins the challenge becomes the next president Low Federations

Succession Power[edit | edit source]

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". This category is not visible with any other succession type. Enacting any option adds Federation cohesion.png −5 cohesion.

Option Effects DLC
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 Federations
Fleets Chooses the president based on fleet power Federations

Challenges[edit | edit source]

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. This category is not visible with any other succession type. 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 Leader trait psionic chosen one.png Chosen One plus an Odds reducing factor.

Condition Odds
Empire ethics Fanatic Pacifist.png Fanatic Pacifist: −10
  • Pacifist.png Pacifist: −5
  • Militarist.png Militarist: +5
  • Fanatic Militarist.png Fanatic Militarist: +10
Empire civics
  • Civic citizen service.png Citizen Service: +6
  • Civic warrior culture.png Warrior Culture: +20
Ruler traits
  • Leader trait substance abuser.png Substance Abuser: −5
  • Leader trait eager.png Eager: +1
  • Leader trait stubborn.png Stubborn: +1
  • Adaptive.png Adaptive: +3
  • Resilient Resilient: +5
  • Leader trait cyborg.png Cyborg: +15
  • Trait robotic 3.png Synthetic: +20
  • Leader trait psionic leader.png Psychic: +25
  • Leader trait psionic chosen one.png Chosen One: +500
General traits (if the ruler was a General)
  • Leader trait armchair commander.png Armchair Commander: +3
  • Leader trait army logistician.png Army Logistician: +3
  • Charismatic.png Charismatic: +3
  • Leader trait restrained.png Restrained: +3
  • Leader trait glory seeker.png Glory Seeker: +8
  • Leader trait butcher.png Butcher: +10
  • Leader trait glory seeker.png Mercenary Warrior: +15
Admiral traits (if the ruler was an Admiral)
  • Leader trait lethargic.png Lethargic: −3
  • Leader trait aggressive.png Aggressive: +2
  • Leader trait trickster.png Trickster: +3
  • Leader trait mercenary warrior.png Mercenary Warrior: +10
Governor traits (if the ruler was a Governor)
  • Leader trait bureaucrat.png Bureaucrat: −10
  • Leader trait intellectual.png Intellectual: −10
  • Leader trait retired fleet officer.png Retired Fleet Officer: +2
  • Leader trait army veteran.png Army Veteran: +3
Ruler species traits
  • Weak.png Weak: −10
  • Slow Learners.png Slow Learners: −2
  • Talented.png Talented: +2
  • Quick Learners.png Quick Learners: +2
  • Resilient.png Resilient: +6
  • Robust.png Robust: +6
  • Strong.png Strong: +10
  • Very Strong.png Very Strong: +15
  • Trait survivor.png Survivor: +3
  • Trait lithoid.png Lithoid: +5
Empire is a Gestalt consciousness.png 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.png 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 Trait psionic species.png Latent Psionic trait
  • +3 per Pop with the Trait psionic species.png Psionic trait
  • +10 per Job telepath.png Telepath job
  • +40 if the empire paid 100 Zro.png Zro
  • +60 if the empire paid 500 Zro.png Zro
  • +80 if the empire paid 1000 Zro.png Zro
Empires without Pops with the Trait psionic species.png Psionic or Trait psionic species.png Latent Psionic trait automatically drop out from the competition
Golden Rule A bid value is determined based on the federation president's stored Energy.png 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 Mod trade value mult.png +10% trade value and Energy.png +5% energy credits for a year
  • Distributing will refund each member Energy.png energy credits based on the sum of bids made by all members
  • Appropriating will grant the president Energy.png energy credits based on the sum of bids made by all members and give Energy.png +5% energy credits and Diplomacy opinion.png −100 opinion with all federation members for 50 years
Base 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 consisting 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. Each odds adjustment is applied or not based on the number of team members that meet its condition.
# with Condition Odds
Base weight 20
1+ Leader trait adaptable.png Adaptable +10
1+ Leader trait eager.png Eager +5
1+ Leader trait maniacal.png Maniacal +10
1+ Leader trait meticulous.png Meticulous +10
1+ Leader trait lightbulb on.png Spark of Genius +20
1+ Leader trait substance abuser.png Substance Abuser +10
2+ Leader trait substance abuser.png Substance Abuser −20
1+ Statecraft.png Expertise: Statecraft +10
1 Any Expertise trait +5
2+ Any Expertise trait −10
1+ Leader trait custom AI assistant.png Custom AI Assistant +10
1+ Leader trait sentient AI assistant.png Sapient AI Assistant +20
1+ Leader trait scroll.png Towel-bearer +9
1+ Leader trait curator.png Curator +10
1+ Leader trait psionic leader.png Psychic +10
1+ Leader trait psionic chosen one.png Chosen One +30
1+ Leader trait cyborg.png Cyborg +10
1+ Trait robotic 3.png Synthetic +5
1+ Erudite.png Erudite +15
1+ Leader trait paranoid.png Paranoid −5
1+ Leader trait stubborn.png Stubborn −5
2+ Leader trait carefree.png Carefree −10
2+ Leader trait maniacal.png Maniacal −20
No other empire in the federation has Superior or Overwhelming technology +40
No other empire in the federation has Equivalent technology +30
One other empire in the federation has Superior or Overwhelming technology
and more than one other empire has Inferior or Pathetic technology
+20
Another empire in the federation has Overwhelming technology ×0.1
Per technology researched +1
Per repeatable technology researched +1
Empire does not have at least three scientists

Succession Term[edit | edit source]

The Succession Term law determines the length of the federation president's term and thus how often the president changes. This law cannot be changed if any federation member is at war.

Option 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%
Only available with Strongest succession

Other federation laws[edit | edit source]

Without the Federations Federations DLC, the following categories only have a single available option. Enacting any option, except in the Can Subjects Join category, adds Federation cohesion.png −5 cohesion.

Can Subjects Join
Option Federation cohesion.png Monthly cohesion Effects Required centralization DLC
No 0
  • Subject empires can join the federation only if invited by or asking their overlord
  • Existing subjects of federation members are kicked from the federation when this law is passed
  • Unavailable for Federation hegemony.png Hegemony federations
Minimal
Yes 0
  • Subject empires automatically join or leave the federation with their overlord
  • Existing subjects of federation members join the federation when this law is passed
  • A new federation will have this law set automatically unless the members propose and affirm the "No" law
Minimal Federations
Vote Weight
Option Federation cohesion.png 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.png diplomatic weight Medium Federations
War Declaration
Option Federation cohesion.png Monthly cohesion Effects Required centralization DLC
Unanimous Vote 0 All members must agree to declare war Minimal
Majority Vote 0 A majority of voting power is required to declare war
  • Minimal (if Federation hegemony.png Hegemony)
  • Low (otherwise)
Federations
President Decides −0.5 The federation president alone approves whether to declare war High Federations
Invite Members
Option Federation cohesion.png Monthly cohesion Effects Required centralization DLC
Unanimous Vote 0 All members must agree to invite or accept a new member Minimal
Majority Vote 0 A majority of voting power is required to invite or accept a new member Low Federations
President Decides −0.25 The federation president alone approves whether to invite or accept a new member
  • Minimal (if Federation hegemony.png Hegemony)
  • High (otherwise)
Federations
Kick Members
Option Federation cohesion.png Monthly cohesion Effects Required centralization DLC
Majority Vote 0 A majority of voting power is required to kick a member Minimal
President Decides −0.5 The federation president alone approves whether to kick a member
  • Minimal (if Federation hegemony.png Hegemony)
  • Very High (otherwise)
Federations
Free Migration
Option Federation cohesion.png Monthly cohesion Effects Required centralization DLC
Disabled 0 Pops cannot migrate to other federation members without a Diplomacy migration pact.png Migration Treaty Minimal
Enabled 0 Pops can migrate to other federation members without the need for a Diplomacy migration pact.png Migration Treaty Medium Federations
Separate Treaties
Option Federation cohesion.png Monthly cohesion Effects Required centralization DLC
Allowed 0 Members can sign Diplomacy commercial pact.png Commercial Pacts, Diplomacy migration pact.png Migration Treaties, or Diplomacy research agreement.png Research Agreements with outside empires Minimal
Prohibited −0.1 Members cannot sign Diplomacy commercial pact.png Commercial Pacts, Diplomacy migration pact.png Migration Treaties, or Diplomacy research agreement.png Research Agreements with outside empires Low Federations

References[edit | edit source]

  1. Currently bugged, as this also requires completing the Mercantile tradition tree Mercantile tradition tree and is not sufficient on its own.
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