|Available only with the MegaCorp DLC enabled.|
The Caravaneers are a space-based coalition of traders who send out fleets across the galaxy to offer great deals to every empire that is not genocidal. They start in a unique system called Chor’s Compass which contains their Caravaneer Citadel and two out of three caravan fleets: Racket Industrial Enterprise, the Numistic Order, and the Vengralian Trium. These fleets roam the galaxy, traveling towards every empire to offer deals.
Chor's Compass[edit | edit source]
The Caravaneer Citadel in this System acts as the return point for the caravan fleets and an intergalactic Casino. Should the station be destroyed but at least one caravan fleet still be alive, they will ask to re-establish it in a random uncolonized system claimed by an empire, as close to their original one as possible. If the empire accepts it will lose control of the system but gain +5% Trade Value.
The Caravaneers use a unique resource called CaravanCoinz, which can be bought in bulks of 8k, 12k and 26k with Energy Credits. The options are equally efficient. Those can be used to either play Slots or open a Reliquary. Reliquaries restock every 500 days.
|Price||2783.92 CaravanCoinz||6194.21 CaravanCoinz|
6 per game per empire
The Collector[edit | edit source]
If an empire has a colony within 3 hyperlane jumps of the Caravaneer Citadel, each year there is a 2% chance of the empire being called by a caravaneer called The Collector and offered a mystery box for 3000 Energy. If bought, it will grant one of the following:
- 35% - Nothing
- 10% - 4000 Minerals
- 10% - 1000 Engineering
- 10% - 1000 Society
- 10% - 1000 Physics
- 10% - 1000 Alloys
- 5% - Alloy Hyperfabricator capital world modifier (+10% Alloys from jobs)
- 5% - Energy Accelerator capital world modifier (+10% Energy from Jobs)
- 5% - Incredibly Boring Relic capital world modifier (+10% Minerals from Jobs)
Caravans[edit | edit source]
Every time a Caravan fleet enters an empire's borders it will offer a rare trade deal. The offer can be accepted immediately, delayed to when the fleet is leaving the space, or rejected outright. The fleets can not be contacted any other way and all attempts will redirect to Chor's Compass instead. Delaying has a very low chance of the deal changing.
Certain random events can take place while a Caravan is within an empire's borders.
Numistic Order[edit | edit source]
|200 Exotic Gases||1700 Energy|
|3000 Energy Credits||500 Alloys|
|200 Rare Crystals||2 Pops||Not Gestalt Consciousness|
|2 Pops with the Numistic Administration trait||3500 Energy||Not Gestalt Consciousness|
|Numistic Magnetostrips planet modifier||100 Influence||Machine Intelligence|
|5 Minor Artifacts||300 Alloys||Ancient Relics DLC|
|Numa's Breath planetary feature||200 Minerals|
|Numistic Cruiser||500 Energy|
|Caravaneer Cruiser||2500 Energy|
|Numistic Shrine building||2000 Energy||Not Gestalt Consciousness|
|Numistic Visualisation edict||2500 Energy||Not Gestalt Consciousness except Rogue Servitor|
|Numistic Data Modeling technology (+5% from Jobs)||3500 Energy|
|Governor leader with the Merchant of Numa trait||1500 Energy||Not Gestalt Consciousness|
|Divine Algorithm decision||2000 Minerals||Machine Intelligence|
Vengralian Trium[edit | edit source]
Racket Industrial Enterprise[edit | edit source]
Rackets are the only predefined Caravaneer species, using the same portraits and traits as the Ketling Star Pack. The payment options for this Fleet are randomly generated based on the product offered although Gestalt Consciousness empires are never asked for Consumer Goods. They offer the following deals:
Attacking the Caravaneers[edit | edit source]
While the Caravaneers will never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. If a Caravan is attacked it will become hostile but the rest of the Caravaneers will remain peaceful and available for trade. Caravans have 4k fleet power and come equipped with mid-game components. The Caravaneer Citadel on the other hand has 7k fleet power and comes equipped with end-game components. Both Caravans and the Caravaneer Citadel grant 2000 Energy and Minerals when destroyed, and destroying a Caravan gives the admiral leader that destroyed it the Caravan Counter trait. Destroying the Caravaneer Citadel brings a temporary -40 Opinion malus from all empires that had contact with the Caravaneers and are not genocidal.
|10 Destroyers||6 Cruisers||1 Cargo Ship|