An Empire is a group of planets and star systems that are ruled by the same government and controlled by a single player (or AI). Empires may have a variety of governments such as a democracy, oligarchism, despotism or imperial rule.
Ethics are the most defining features of a space empire; they affect the behavior of AI empires, likely technologies, available policies and edicts, valid government types, the opinions of other empires, and - perhaps most importantly - provide the fuel for internal strife in large and diverse empires. Civics are the second-most defining features of a space empire; they affect the finer details of the empire's internal structure as well as having certain effects on the empire's behavior.
It should be noted that the name of the player empire and its government structure can always be changed in the government window.
The Origin represents the background of a species before it unified itself into an empire. In games with randomly generated AI empire most Origins are unique, meaning only one empire with that origin can be generated.
|Origin||Homeworld effects||Empire effects||Requirements||Unique||DLC|
|Galactic Doorstep||None|| Start with a dormant Gateway which will bring the following in the first years:
|Prosperous Unification|| Start with 4 additional Pops
Start with 2 additional Districts
Start with the Prosperous Unification homeworld modifier
|Lost Colony|| Start with the Colonial Spirit homeworld modifier
Homeworld does not get the +30 Habitability bonus
|An Advanced Empire with the same species and random ethics will exist in the galaxy||Gestalt Consciousness|
|Calamitous Birth|| Start with a Massive Crater Planetary Feature
Start with a Lithoid Crater homeworld modifier
|Can build Meteorite Colony Ships||Lithoid main species|
|Mechanist|| Start with a Robot Assembly Plants building
Start with 8 robot Pops
| Start with the Powered Exoskeletons technology researched
Start with the Robotic Workers technology researched
-5% Robot Upkeep
|Syncretic Evolution||Start with 12 Pops being of the second species||Can create a second species with the Serviles trait|| Gestalt Consciousness
|Tree of Life||Start with a Tree of Life Planetary Feature|| Colonies start with a Tree of Life Sapling Planetary Feature
Enables the Transplant Tree of Life Decision
Colony ships cost less Alloys but more Food
Tree of Life Planetary Features can be destroyed by orbital bombardment
Worlds without a Tree of Life Planetary Feature have the following effects:
| Hive Mind
|Resource Consolidation|| Homeworld is a Machine World with no blockers
Start with a Consolidated Resources Planetary Feature
|Other home system planets have no resource deposits|| Machine Intelligence
|Life-Seeded|| Homeworld is a size 25 Gaia world
Start with 1 Bubbling Swamp Planetary Feature
Start with 1 Crystalline Caverns Planetary Feature
Start with 1 Dust Caverns Planetary Feature
|Main species has Gaia World Preference||Machine Intelligence|
|Post-Apocalyptic||Homeworld is a Tomb World||Main species has the Survivor trait|| Agrarian Idyll
|Remnants|| Homeworld is a size 22 Relic World
Start with Ruined Arcology blockers which unlock random techs when cleared
|Guaranteed Habitable Worlds gain the Colonial Remains modifier when colonized||Agrarian Idyll|
|Common Ground||None|| Start with Diplomacy tradition tree adopted and with the Federation tradition
Start as the president of a Galactic Union Federation with two members sharing one ethic
There will be no Guaranteed Habitable Worlds regardless of game settings
+100 Opinion to and from Federation members
|Hegemon||None|| Start with Diplomacy tradition tree adopted and with the Federation tradition
Start as the president of a Hegemony Federation with two members sharing one ethic
There will be no Guaranteed Habitable Worlds regardless of game settings
|Doomsday|| Homeworld will become a Shattered World in 35 to 45 years
Start with 10 Devastation
Start with the Doomsday homeworld modifier which worsens roughly every 10 years
| A warning is given a year before the homeworld explodes
No guaranteed habitable planets will spawn near the home system
|On the Shoulders of Giants||None|| A random home system planet has the Ex Gravitas Archaeological Site
A unique event chain begins after the Mid-Game year if all sites were investigated
|Scion||None|| Start as a Scion of a Fanatic Materialist or Fanatic Spiritualist Fallen Empire
+100 Opinion to and from the Overlord
Start in contact with all Fallen Empires
Gain a more powerful gift every few decades
Gain a temporary Fallen Empire fleet every 20 years if losing a war against a Superior empire
Creates a 1-system Fallen Empire if the game was started with none
| Fanatic Xenophobe
|Shattered Ring|| Homeworld is a Ring World segment with an Arcane Generator Planetary Feature
Star with three Decrepit Tunnels Blockers
Start with an Agricultural Segment if the empire starts with a biological species
Start with a Generator Segment if the empire is Machine Intelligence
| Can repair two other sections of the home system
Start with an irreparable section with a deposit of 10 Minerals
Start with a shattered world with a deposit of 10 Minerals
Cannot change the starting system
|Void Dwellers|| Start on a habitat built over a Research deposit
Start on a habitat built over a Mining deposit
Start on a habitat built over an Energy deposit
Start with an Arcane Replicator Planetary Feature on the capital habitat
| Main species has Habitat Preference
Main species has the Void Dweller trait
Main species has -60% Pop Growth Speed on other celestial bodies
Start with the Orbital Habitats technology researched
Hydroponic farms have +1 Farmer Jobs
Cannot change the starting system
| Gestalt Consciousness
The following origins have no effects and are not available to player empires.
The capital is the ruling seat of an empire and is oftentimes its most important world. An empire's capital can be moved once every 10 years for a cost of 250 influence if the empire is at peace. The capital is its own world designation and gets +5 Stability and +10 Amenities and either +100% Governing Ethics Attraction by default or -20 Deviancy if Gestalt Consciousness. An empire's capital planet and system are marked by gold star corners on the system and galaxy maps.
Empire Sprawl is a measure of an empire's expansion, both tall and wide, relative to its administrative capacity and increases the cost of Technologies, Traditions, Leaders and Edicts if the sprawl exceeds the administrative capacity. Empire Sprawl is increased by 5 for each colony, by 1 for each system, by 1 for each district, by 1.5 for each owned Branch Office and 0.5 for each owned pop.
Administrative Capacity represents the bureaucratic assets available to administrate the empire. If the Empire Sprawl exceeds the Administrative capacity, then every point of Empire Sprawl exceeding the Administrative Capacity will impart the following penalties:
- +0.4% Tech cost
- +0.6% Tradition adoption cost
- +1% Campaign (Subset of Edicts) cost
Empires with the Corporate authority have an extra +50% Empire Sprawl penalty.
An empire's base Administrative Capacity is 30, increased by the following:
- +10% Efficient Bureaucracy civic
- +10 Colonial Bureaucracy research
- +10 Galactic Bureaucracy research
- +5% Adaptive Bureaucracy research
- +5% Effective Bureaucracy research
- +15 Administrative Efficiency repeatable technology
- +20% Imperial Prerogative ascension perk
- +10% Divided Attention civic
- +20 Corporate authority
- +20 Oracle empire modifier
- +10 per pop working as bureaucrat (+12 if the planet is bureaucratic center)
In addition an empire's size from certain statistics can be decreased or increased by the following:
- -15% Pacifist ethic
- -30% Fanatic Pacifist ethic
- -20% empire sprawl from pops by Subsumed Will and OTA Updates civics
- -25% empire sprawl from branch offices by Franchising civic
- -33% empire sprawl from systems by Private Prospectors civic
- -10% empire sprawl from pops by Psionic Theory technology
- -10% empire sprawl from districts by Construction Templates
- -25% empire sprawl from buidings by Modular Depot tradition
- -25% empire sprawl from systems and colonies by Courier Network / Limited Autonomy / Extensible Software tradition
- -10% empire sprawl from pops by finishing harmony traditions
- -10% empire sprawl from pops by Docile/ Streamlined protocols trait
- +10% empire sprawl from pops by Unruly/ High bandwidth trait
- -2% empire sprawl from pops per govenor level
Sectors are administrative regions within an empire. Every empire will start with a core sector, named after the homeworld and extending up to four hyperlanes away from the capital. Any colonized planet more than four hyperlanes away from another sector capital can be selected to become the sector capital of a new sector, with the planet becoming marked by blue star corners on the system and galaxy maps. The new sector will extend up to four hyperlanes away from the sector capital. Wormholes and Gateways are not counted for this calculation. Each sector can have a Governor assigned to it.
All sectors, including the core sector, can be given a Sector Focus. Choosing a Sector Focus will make the sector develop itself automatically towards a given direction as long as it has resources, reducing micromanagement.
Energy credits and minerals can be added to a Shared Stockpile for all Sectors to use or given manually to each Sector. Resources transferred to sectors will be converted into a wildcard resource at a 1:1 ratio and it can be spent on planetary construction as though it were energy credits or minerals. Strategic resource costs will still be paid with empire storage. Shared and Sector stockpiles are limited to the amount of energy credits you may store. Beyond that, it is wasted.
Relative Power is a measure of how much empires are ahead of one another in terms of resource production, fleet power or researched technologies. A Relative Power of Superior//Inferior means that an empire has 50% more (1.5x) resource production, fleet power or researched technologies and a Relative Power of Overwhelming/Pathetic means that an empire has 150% more (2.5x) resource production, fleet power or researched technologies.
Relative Power is split into three categories: Fleet Power, Economic Power and Technology Level.
Fleet Power: The combined fleet power of every owned fleet.
- +1 per 1 Fleet Power
Economic Power: A weighted sum of all monthly income, including income from trade agreements. Monthly spending is not part of this score. The various resources are weighted the same as their base market price (base energy price for 1 unit):
- +1 per basic resources
- +2 per Consumer Goods
- +4 per Alloys
- +10 per advanced resources
- +20 per strategic resources
Technology Level: 200 + the combined base Tech Cost of all researched technologies, divided by 100. Repeatables only count 0.33x as much as regular technologies.
- +200 Base Technology Level
- +0.01 per 1 base Tech Cost of all researched regular technologies
- +0.0033 per 1 base Tech Cost of all researched repeatable technologies
The formula to calculate the overall power of an empire is:
Victory score tallies an empire's total accomplishment. The empire that has the highest score when the Victory Year arrives is declared winner. The Victory Year is configurable and can be disabled altogether. An empire will always declare victory, if it's the only one that can do so. All players may continue the game session normally even after an empire declares victory and the victory is, in practical terms, of little concern.
The Victory Window shows a total score for each empire and its ranking, as well as a breakdown by category. The categories are as follows:
Economic Strength: +1 per 1 Economic Power based on Relative Power OR +5000 if the Empire has no economy.
Technology Level: +0.25 per 1 Technology Level based on Relative Power
Number of Systems: +10 per system
Number of Colonies: +50 per colony
Number of Pops: +2 per pop, regardless of type
Subject Empires: +50% of a subject empire's score is given to the overlord
Federation: +10% of each other federation member's score is shared by all federation members
Crisis Ships Killed: +10 per crisis ship destroyed
Relics Collected: Each Relic grants a large amount of score. The score of each Relic is shown on the Relics page.
Empire Modifiers are gained through a variety of actions such as event choices or diplomacy with enclaves. They affect the entire empire and as such bring large benefits or penalties.
Permanent Empire Modifiers are always positive and last the entire game. They can only be gained through events.
Renewable Empire Modifiers are always positive and last as long as an empire can afford their upkeep costs.
The following empires can appear during the game as a result of certain events: