Empire
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.
Each empire starts with a basic setup that's modified by its origin, authority, civics, and species archetype.
Default home system[edit | edit source]
The default home systems deposits total 12-13 Energy, 12-13
Minerals, and 5-6
Research of up to two random types. The smaller deposits won't have mining or research stations built on them yet.
Celestial object | Station | Deposit |
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Preconstructed districts
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Regular Empire | ![]() |
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Total base | 3 | 1 | 2 | 1 | 2 | 1 | |
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- | - | - | −1 | - | - | |
- | - | - | - | −1 | +1 |
Preconstructed buildings
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Building swaps | |||
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Replacement | Requirements | |||
Planetary Administration | None | |||
Administrative Offices |
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Sacrificial Temple | ||||
Research Labs |
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Commercial Zones | Removed | ![]() | ||
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None | Robot Assembly Plants | ![]() | ||
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Posthumous Employment Center | ![]() | ||
Phase 1 Gaia Seeder | ||||
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Ranger Lodge | ![]() |
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Building swaps | |||
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Replacement | Requirements | |||
Habitat Central Control on primary habitat | None | |||
Habitat Administration on other habitats | None | |||
Administrative Offices on primary habitat |
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Sacrificial Temple | ||||
Holo-Theatres on primary habitat |
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Posthumous Employment Center | ||
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None |
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Hydroponics Farm on mining station habitat | ||||
Hydroponics Farm on generator station habitat | Administrative Offices | |||
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Sacrificial Temple |
Origin[edit | edit source]
The Origin represents the background of a species before it unified itself into an empire. In games with randomly generated AI empires, most origins are unique, meaning only one empire with that origin can be generated.
Origin | Empire effects | Homeworld effects | Requirements | Unique | DLC |
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Start with the following technologies researched:
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![]() ![]() ![]() Start with the following technologies researched: |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() Gain a temporary Fallen Empire fleet every 20 years if losing a war against a Superior empire |
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![]() ![]() A system neighboring the homeworld contains:
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Unplayable origins[edit | edit source]
The following origins have no effects and are not available to player empires.
Capital[edit | edit source]
Authority | Effects |
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The capital is the ruling seat of an empire as well as the final destination for all its trade routes. An empire's capital can be moved once every 10 years for a cost of 250 influence if the empire is at peace. An empire's capital planet and system are marked by gold star corners on the system and galaxy maps. The capital has its own world designation with the special effects.
Empire size[edit | edit source]
Authority | Size Effect |
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+25% |
Empire size represents the increasing difficulties of managing a large empire. Each point of
empire size above 100 increases tradition cost by +0.2% and technology cost by +0.1%. This penalty is affected by certain authorities, as noted in the table on the right. Empire size also affects several other mechanics, typically increasing the cost to perform certain actions. Specifically, each point of empire size has the following effects:
+10 unity cost to reform the empire's government
+10 plus +6 per planetary ascension tier unity cost to increase planetary ascension tier
+1% edict cost
+0.25 infiltration daily for other empires building a spy network
+2 naval capacity use required to maintain power projection
Empire size is increased by each of the following owned by the empire:
Source | Size |
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Colony | 10 |
Branch offices | 2 |
System | 1 |
Pop | 1 |
District | 0.5 |
Each of these categories is affected by its own set of modifiers:
Note that the "from pops" modifiers listed above apply on an empire-wide basis, whereas the "per pop" modifiers (also presented in game as "from pops") apply only to specific pops (e.g. those with the given trait). These are two different categories of size modifier: both groups are additive within themselves, but multiplicative between each other. As an example, pops with the Docile trait in a sector governed by a level 1 governor in a
Fanatic Pacifist empire with
Beacon of Liberty will each contribute the following to the empire size:
Sector systems[edit | edit source]
Sectors are administrative regions within an empire. Every empire starts with a core sector, with the homeworld as the sector (and empire) capital. All sectors extend up to four hyperlanes away from the sector capital. All contiguous systems within that range are included in the sector; sectors cannot extend across systems that belong to a different sector, a different empire, or are unowned. Sectors also cannot extend through wormholes or gateways. Each sector can have a Governor assigned to it, applying their effects to all colonies in the sector. Any colony which is not in a sector can be selected as 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 immediately adds all contiguous systems up to four hyperlanes away to itself.
It is also possible to change a sector capital to a new colony at any time at no cost. This immediately updates the sector's contained systems as if creating a new sector. Changing the core sector's capital requires moving the empire capital with the usual cost to do so.
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. Shared and Sector stockpiles are limited to the amount of energy credits you may store. Beyond that, it is wasted.
Relative power[edit | edit source]
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
common strategic resources
- +20 per
rare strategic resources
Technology Level: 60 + the combined base Tech Cost of all researched technologies, divided by 100. Repeatables only count 0.33x as much as regular technologies.
- +60 Base Technology Level
- +0.01 per 1 base
Tech Cost of all researched technologies, including repeatable technologies
The formula to calculate the overall power of an empire is:
Victory score[edit | edit source]
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: 60 +0.25 per 1 Technology Level over 60 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[edit | edit source]
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 modifiers[edit | edit source]
Permanent Empire Modifiers are always positive and last the entire game. They can only be gained through events.
Modifier | Effects | Source | Description | DLC |
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Market Nexus | ![]() |
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Hosts the Galactic Market Station | |
Universal Translator | ![]() |
Although the so-called "Universal Translator" falls short of the initial promises of our researchers to instantly facilitate communication with any and all intelligent species, it is nevertheless a highly useful communication tool that now forms part of the standard equipment of our envoys and social scientists. | ||
Flagellating Movement | ![]() |
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We have updated our Evasive fleet stance protocols based on observations of the Space Amoebas' flagella. | |
Amoeba Hunter | ![]() ![]() |
Amoeba carcasses are rounded up after battle and their internal organs harvested for valuable organic compounds, bringing in ![]() |
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Amoeboid Pacification | ![]() |
Fleets regulate radiation venting when approaching Space Amoebas, and the spaceborne creatures no longer recognize us as a threat. | ||
Crystal Focus | ![]() |
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Improved transmission mediums modeled after the Crystalline Entities' unique internal structures minimize resistive losses in energy production and distribution. | |
Crystal Hunter | ![]() ![]() |
The shattered remains of Crystalline Entities are automatically salvaged after battle, bringing in ![]() |
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Crystalline Pacification | ![]() |
Short-wave broadcasts at certain frequencies effectively disguise our fleets as fellow Crystalline Entities, and the spaceborne creatures no longer recognize us as a threat. | ||
Drone Mining Techniques | ![]() |
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Using techniques derived from the Mining Drones allows us to efficiently exploit mineral veins previously not deemed worth the trouble. | |
Drone Destroyer | ![]() |
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The Mining Drones are obviously mass-produced. A weakness found in one is a weakness found in all. | |
Void Loops | ![]() |
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The anomalous nature of the Void Clouds open up new possibilities in physics research. | |
Cloud Destroyer | ![]() |
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The Void Clouds' charge fluctuates in a rapid but observable cycle. Striking with precise timing dramatically destabilizes the inscrutable energies that animate the entities. | |
Tiyanki Butcher | ![]() ![]() |
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Our in-depth knowledge of Tiyanki anatomy allows us to strike them with surgical precision, maximizing damage. | |
Sentinel Data | ![]() |
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These detailed anatomy files on the Prethoryn were given to us by the Sentinels. With their help we have been able to identify several weak points in the exoskeletons of the Prethoryn creatures. | |
Asteroid Encryption | ![]() |
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Using ancient encryption discovered inside an abandoned relay station, this empire protects their secrets. | |
Asteroid Relay Stations | ![]() ![]() |
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This empire has started placing sensors inside asteroids of surrounding systems, granting them increased sensor range. | |
Minerals Mapping | ![]() |
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A system enabling us to quickly chart underground terrain and accurately map mineral veins. | |
Transcended Consciousness | ![]() |
A fragment of our collective consciousness is lodged in the event horizon of a black hole, where a single second stretches into an eon. The time difference has its uses. | ||
Radiation-Hardened Components | ![]() ![]() |
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Our empire perfected the process of shielding mechanical components from the damage caused by cosmic rays. | |
Hive Harrier | ![]() |
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Updated targeting data will allow our fleets to bombard Asteroid Hives where their surface armor is the most vulnerable. | ![]() |
Draconic Beats | ![]() |
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Military fleets have been instructed to fire at the Ether Drake in a specific rhythm when engaging the dragon. | ![]() |
Dreadnought Dazzler | ![]() |
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Fleet commanders engaging the Automated Dreadnought have been instructed to target any subsystems that will impair its automation processes. | ![]() |
Portal Pacifier | ![]() |
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The portal spawned by the Dimensional Horror can be destabilized if we launch pinpoint attacks against certain weak areas. | ![]() |
Stellar Drain | ![]() |
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The Curators have instructed us to fire at the Stellar Devourer's regulatory valves in order to disperse its inner heat. | ![]() |
The Infinite Calibrator | ![]() |
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The Infinity Machine's real-time threat update system has one weak spot. It cannot keep up with constant change. We will henceforth assign a crew member on each ship to constantly make calibrations to the ship guns. | ![]() |
Technology of the Divine | ![]() |
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Our people are praising the gigantic spherical calculator as a sign of the Divines' true power in the world. | ![]() |
The Singularity Processor | ![]() |
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A processing unit capable of expanding upon itself. This will further enhance our research capabilities. | ![]() |
The Mirror of Knowledge | ![]() |
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We have gazed into the mirror universe of the Pantagruel black hole, enhancing our research capabilities. | ![]() |
Spectral Residue Studies | ![]() ![]() ![]() |
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Obtained by defeating the Spectral Wraith. Any of the three colors works. | ![]() |
Ageless | ![]() |
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Aging less with Ageless... | ![]() |
Inoculated Population | ![]() ![]() |
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The inoculations given to us by the Ancient Caretakers have proven of immense benefit, reducing illness and increasing the life expectancy of our population. | ![]() |
Improved Code Standards | ![]() |
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The changes that the Ancient Caretakers made to our code base have turned out well, and has resulted in an permanent upgrade in resource production capabilities across our whole population. | ![]() |
Matricidal Instinct | ![]() |
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There is a chink in the ancient Tiyanki Matriarch's armor, in the form of a massive unexploded proton torpedo lodged in her hide. Our fleets know how to detonate it. | ![]() |
Protective Coating | ![]() |
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Heeding the Curators' advice, we have covered our ships in a coating that will protect them from the Voidspawn's corrosive spittle and spikes. | ![]() |
Scavenger Slayer | ![]() |
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The Scavenger was not built on any pre-engineered design. As a result, its ramshackle construction contains a number of structural weaknesses. Any fleet made aware of them could exploit this. | ![]() |
Asteroid Thrusters | ![]() |
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Using ancient thrusters built for asteroids, this empire now moves faster. | ![]() |
Secrets of the Baol | ![]() |
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We have put the ancient knowledge of the Baol to our own use. | ![]() |
Secrets of the Cybrex | ![]() |
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We have put the ancient knowledge of the Cybrex to our own use. | ![]() |
Secrets of the First League | ![]() ![]() |
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We have put the ancient knowledge of the First League to our own use. | ![]() |
Secrets of the Irassians | ![]() ![]() |
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We have put the ancient knowledge of the Irassians to our own use. | ![]() |
Secrets of the Vultaum | ![]() ![]() |
The Vultaum archives have expanded our knowledge of computing considerably. We have used what we learned to create artificial virtual worlds for the enjoyment of all. | ![]() | |
Secrets of the Vultaum | ![]() ![]() |
The Vultaum appear to have accepted some fundamentally illogical concepts in their research. Their research into computing and virtual worlds had some advances that we shall incorporate into our own processes. | ![]() | |
Secrets of the Zroni | ![]() |
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We have put the ancient knowledge of the Zroni to our own use. | ![]() |
The Chosen of Zarqlan | ![]() |
As the chosen people of Zarqlan we can safely colonize Holy Worlds. | ![]() | |
A Life Worthwhile | ![]() |
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Ever since the archaeological uncovering of an alien memorial stone, the empire's population have started to appreciate life a bit more. | ![]() |
Oracle | ![]() |
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The Oracle operates the empire like a well-oiled machine...when you oil her. | ![]() |
Cheap Thrills | ![]() ![]() |
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The Evermore, originally a virtual realm in which the digitized consciousnesses of aliens lived in eternal bliss, has been repurposed into a playground for the masses. | ![]() |
Anthem of Aurora | ![]() |
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The science division has managed to reproduce the ethereal hymn "sung" by an encountered aurora borealis entity. All Energy production facilities now have harmonics systems that amplifies the yield. | ![]() |
Modern Trench War | ![]() |
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Archaeological discoveries from a planet once besieged by gargantuan snail-like creatures has led to new and effective insight on how to utilise the environment for protection. This will improve the survivability of our armies in defensive combat against all ground assaults - even from giant space slugs! | ![]() |
Killer Microorganism | ![]() ![]() |
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Our armies go into battle armed with a microorganism capable of devouring the life tissue of any being with verocious speed. Of course, they cannot entirely guarantee the safety of innocent bystanders as a result of its use... | ![]() |
Shallarian Terraforming Knowledge | ![]() ![]() |
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The ancient Shallarian nation is long-extinct, but their unparalleled knowledge of terraforming lives on in us. | ![]() |
Rudari Death Laser | ![]() ![]() |
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As their civilization crumbled under the onslaught of enemy forces, the Rudari attempted to create a laser weapon capable of being deployed at interstellar range. Although they failed in this endeavor, their research has proved extremely useful to our own weapons specialists. | ![]() |
Forced Mindfulness | ![]() |
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During their time trapped in a deadly, lava-filled maze, our archaeology team developed a routine of mindful relaxation. The fundamental principles of this exercise is now commonly known throughout the empire. | ![]() |
Glory to the Many | ![]() |
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An expedition marooned inside a maze full of lava temporarily lost touch with the Hive Mind. Unable to rely on the collective consciousness they suffered a brief encounter with the dreaded notion of Self; a terrifying experience that only strengthened the contempt for individualism. | ![]() |
Debug Subroutine | ![]() |
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While temporarily isolated in a maze full of lava, our archaeology units were disconnected from the network and unable to perform their function. They developed an algorithm that allowed them to run a debug subroutine while in sleep mode. This subroutine was later uploaded and patched in to the main system. | ![]() |
Spurred by the Past | ![]() ![]() ![]() ![]() |
The revelation of our true past sparks motivation and a sense of purpose in our entire species. | ![]() | |
Full Circle | ![]() ![]() ![]() ![]() ![]() |
Our empire may forever enjoy the sense of purpose and closure we acquired by helping the Benefactors of our past. | ![]() | |
Goes Around, Comes Around | ![]() ![]() ![]() ![]() ![]() |
Our empire is enjoying the positive effects from helping and forgiving an enemy of the past. | ![]() | |
Streamlined Logistics | ![]() ![]() |
The federation is reaping the rewards of having implemented a consolidated logistical standard. | ||
Fully Streamlined Logistics | ![]() ![]() |
The federation is enjoying a noticeable profit increase thanks to new, streamlined logistical standards. | ![]() | |
Zombie Contract Manipulation | ![]() |
This empire fiddled with their zombie workers' contracts so that it's actually impossible to get out of debt. | ![]() | |
Primordial Dragonslayers | ![]() ![]() |
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Since time immemorial, a mighty Drake has roamed our home system... but no more! Freed from this threat, nothing remains that could hold us back as we march into the future. | ![]() |
Imperial Charter | ![]() ![]() |
Our Imperial Charter gives us the right to open branch offices on planets throughout the Galactic Imperium, where we can establish Imperial Concession Ports. These branch office buildings generate income for both us and the ruler of the Galactic Imperium. | ![]() | |
Syamelle's Blessing | ![]() |
A mysterious being blessed us after a brief but amorous encounter. A new vigor courses through us, and each rendezvous seems to offer new possibilities... | ![]() | |
Luminous Blades | ![]() |
Every Knight job increases empire Alloy production by 1.5%. | ![]() | |
Trophies of the Doomslayer | ![]() ![]() |
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Trophies and tales of a knight's journey through a hellish dimension. A source of inspiration for many knights and squires who yearn to one day undertake such a quest. | ![]() |
Renewable modifiers[edit | edit source]
Renewable Empire Modifiers last as long as an empire can afford their upkeep costs.
Unique empires[edit | edit source]
The following empires can appear during the game as a result of certain events. The species' climate preference will always match its homeworld.
Empire name | Species | Traits | Homeworld | Authority | Ethics | Civics | Requirements |
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Sol primitive civilization achieving FTL after spawning in Early Space Age | |||
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Limbo event chain outcome | ||
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The Signal archaeology site | ||
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Impossible Organism event chain outcome | |||
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Subterranean Civilization event chain outcome | |||
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Imperial Fiefdom empires[edit | edit source]
The Imperial Fiefdom origin will generate a unique overlord and between 1 and 4 unique vassals depending on galaxy size. After 40-65 years from the game start, the vassals will offer to become a subject to the origin empire if they have Inferior relative power towards it. Accepting will grant a small reward.
References[edit | edit source]
- ↑ Unlike
Pleasure Seekers,
Corporate Hedonism does not swap the starting Commercial Zones building for a Holo-Theatres and Industrial district.
- ↑ The primary habitat of a Void Dweller empire starts with at least two of its three building slots filled. The
Corporate Death Cult civic will fill the third with a second temple, causing the Posthumous Employment Center to be replaced by a ruined Holo-Theatres. Any other effects that fill the third building slot before the Posthumous Reemployment Center is added will cause the same swap.
- ↑ Determined at game start, so reloading saves will not affect chance of spawn
- ↑ One AI vassal on tiny, up to four vassals at large or huge.
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics |
Governance | Empire • Government • Civics • Policies • Edicts • Leader • Factions • Technology • Traditions • Situations |
Economy | Economy • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |