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Please help with verifying or updating older sections of this article. At least some were last verified for version 2.5.

This article is for the PC version of Stellaris only.

Mechanics are aspects of the game which require detailed discussion. Herein is a brief about each mechanic and a link to a more detailed page.



Mechanic Ver. Notes
  Species 2.6
  Ethics 2.6 Ethics represent an empire's official view on different subjects, like other species, science and religion, war and personal freedom. Each pop has its own attraction to each ethic representing its own values.
Traits 2.6 A species' traits define their qualities and modify their resource output, housing and amenity needs and empire sprawl per pop.
  Population modification 2.6 The act of modifying a species' traits in order to make them more (or sometimes less) benefitical to an empire.
  Exploration 2.6
FTL 2.6 Faster than light travel. The main method of closing distances between stars. Includes: hyperlane travel, tactical jumps, experimental subspace navigation, wormholes and gateways.
Anomaly 2.6 An irregularity wich occours while surveying a planet. It can be researched by a scientist in a science ship and often leads to events.
  Celestial body 2.6
  Spaceborne aliens 2.6 AI-controlled nations or fleets, without any colonized planets.
  Crisis 2.6 Crisises are difficult end-game event chains with enough strength to either unite or destroy the galaxy.
  Events 2.6 Events occour troughout the game. They can be both positive or negative.
Fallen Empires 2.6 Age-old empires fallen from grace. They can influence galactic politics in mostly minor ways, or awaken to try and reclaim their long lost glory.
  Pre-FTL species 2.6 Can be primitives or pre-sapients. Primitives are civilizations, which started ascending the steps of the technological ladder, but not yet mastered FTL travel. Pre-sapients are species with limited sapiency. They can be uplifted by more advanced civilizations.
Colonization 2.6 Empires can colonize planets in order to bring them under their control, exploiting its resources.
Terraforming 2.6 Empires can terraform planets to make them more (or less) habitable for certain species.


Mechanic Ver. Notes
Empire 2.5 A group of planets and star systems that are ruled by the same government and controlled by a single acting entity
  Government 2.5 Government types fall into one of three broad categories: autocracies, oligarchies and democracies.
  Policies 2.5 Empire-wide laws of behaviour that outline the empire's governing precepts
  Edicts 2.5 Instant or temporary modifiers which can be applied to either a single planet or an entire empire
  Leader 2.5
  Factions 2.5
Population 2.5
  Economy 2.5
  Buildings 2.5
Technology 2.5
Traditions 2.5


Mechanic Ver. Notes
  Diplomacy 2.5 Available diplomatic actions, attitude and opinion modifiers
  Subject empire 2.5 Empires which fall under other empires' control or jurisdiction
  Federations 2.5 A group of empires in a semi-autonomous union with a rotating leadership
  Trade 2.5 Trade options between two empires
  AI personalities 2.5 AI behavior patterns as dictated by their randomly assigned personality types


Mechanic Ver. Notes
  Warfare 2.5
  Space warfare 2.5
  Land warfare 2.5 Ground forces for invading and defending planets as well as handling out of control rebellions
  Ship designer 2.5 A tool for creating and customizing of new or existing ship and station templates
Ship 2.5
Starbase 2.5 A large space station that serves as a planets' orbital construction facility which can also be used for defense purposes


Mechanic Ver. Notes
Modding 2.5
Patches ~
Downloadable content 2.5
Achievements 2.5
  User interface 2.5