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.
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, some origins are unique, meaning only one empire with that origin can be generated. A few origins can also be used by pre-FTL civilizations.
Origin | Empire effects | Homeworld effects | Requirements | Pre-FTL | Unique | DLC |
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![]() Prosperous Unification |
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![]() Galactic Doorstep |
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![]() Lost Colony |
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![]() Remnants |
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![]() Mechanist |
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![]() Syncretic Evolution |
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![]() Tree of Life |
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![]() Resource Consolidation |
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![]() Clone Army |
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![]() Life-Seeded |
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![]() Post-Apocalyptic |
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![]() Calamitous Birth |
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![]() Common Ground |
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None | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Hegemon |
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None | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Doomsday |
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![]() On the Shoulders of Giants |
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None | ![]() ![]() |
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![]() Scion |
![]() ![]() ![]() ![]() ![]() ![]() ![]() Gain a temporary Fallen Empire fleet every 20 years if losing a war against a Superior empire |
None | ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Shattered Ring |
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![]() Void Dwellers |
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![]() Necrophage |
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![]() Here Be Dragons |
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None | ![]() ![]() ![]() ![]() |
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![]() Ocean Paradise |
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![]() Imperial Fiefdom |
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![]() Progenitor Hive |
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![]() Slingshot to the Stars |
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![]() Subterranean |
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None | ![]() ![]() |
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![]() Teachers of the Shroud |
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![]() Knights of the Toxic God |
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![]() Overtuned |
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![]() Broken Shackles |
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![]() Payback |
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![]() Fear of the Dark |
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![]() Under One Rule |
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Unplayable origins[edit | edit source]
The following origins are not available to player empires.
Capital[edit | edit source]
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 set of unique designations.
Empire size[edit | edit source]
Authority | Size Effect |
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−25% |
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−10% |
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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
- +0.1% Progress points needed for launch an Agenda
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.
The following modifiers are permanent. They are always positive and last the entire game.
Modifier | Effects | Source | Description | DLC |
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Ethic Promoted | ![]() |
This Ethic is being promoted by the government. | ||
Ethic Suppressed | ![]() |
This Ethic is being suppressed by the government. | ||
Market Nexus | ![]() |
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Hosts the Galactic Market Station. | |
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. | |
Defeated Absurdism | ![]() ![]() ![]() |
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A particularly memorable first contact exchange forced us to come to grips with absurdist responses. There is now no challenge too great for our linguists to decode. | |
Interstellar Flow Prediction | ![]() ![]() |
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Our understanding of hyperlane travel has been advanced by light years following the revelation that a species we met held some keys to new knowledge in the patterns they made on their skins. | |
Universal Translator | ![]() ![]() |
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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. | |
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. | ![]() |
Certified Educator | ![]() |
The student becomes the master. | ![]() | |
Free From Strife | ![]() |
We must give peace a chance to flourish. | ![]() | |
Rightful Due | ![]() |
Even the mightiest empire will bend under the weight of Justice. | ![]() | |
Underdog | ![]() |
When a bigger empire bites, we bite back. | ![]() | |
The Gains of Freedom | ![]() ![]() ![]() ![]() ![]() ![]() |
As a people, we can reap the rewards of equality justly earned. | ![]() | |
Settled Differences | ![]() ![]() |
Having settled their ideological differences, these people stand as one. | ![]() | |
Triumviri | ![]() ![]() |
While our partner planet provides us with insights into technology and tactics, the Fevorians' unique historical perspective has provided a new lens through which to view our own society. | ![]() | |
Bane of the Prophetess | ![]() ![]() |
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By our actions, the desperate efforts of the Charynoi prophetess to find redemption for her people were thwarted. No forgiveness shall be shown to their kind! | ![]() |
The Redemption of the Charynoi | ![]() ![]() |
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Our completion of Ithikarios' shield has allowed the Charynoi - or at least some of them - to find redemption. | ![]() |
Flourishing Trade | ![]() |
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Applying economic pressure on a pre-FTL country has proven advantageous. For us. | ![]() |
No Worries | ![]() |
We're not ones to fuss. | ![]() | |
Predictive trading Algorithms | ![]() |
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Our studies of the pre-FTLs and their aggressive trading practices have produced some compelling economic models. | ![]() |
Straight Talkers | ![]() |
We tell it as it is. | ![]() | |
Stuffed Toy | ![]() ![]() ![]() |
A stuffed toy made in our likeness. It fills us with determination. | ![]() | |
Strengthened Government | ![]() |
Our empire has focused on creating a better-managed and more stable government. | ![]() | |
2nd Unification War | ![]() ![]() |
It was not enough to unite our people in the common cause of space colonization. Again, we are ravaged by war. Loyalists are steadfast in their support of the throne, gaining a new sense of purpose in the face of traitors threatening their way of life and their beloved ruler. | ![]() | |
Aesthetic Approach | ![]() ![]() ![]() ![]() |
We learned our lessons the hard way. Our civil war taught us restraint and the importance of inner peace. Decadence and corruption must be opposed at every turn. | ![]() | |
Closed Society | ![]() ![]() ![]() ![]() |
The recent upheaval showed us that being open to external powers can bring strife and misery. We need to safeguard ourselves from such threats in the future. | ![]() | |
Freedom Fighters | ![]() ![]() ![]() ![]() |
We look to the stars and beyond, to uplift and free others. Our renewed navy is ready to bring equality to the farthest corners of the galaxy. | ![]() | |
Harmonized Society | ![]() ![]() ![]() ![]() |
Finding inner peace has always been the goal of our community, and we finally managed to achieve it. Although we paid for it dearly, now it is time to reap the rewards. | ![]() | |
Open Society | ![]() ![]() ![]() ![]() |
The recent upheaval showed us that being closed to external forces can lead to strife and misery. We need to open ourselves up so we do not miss similar opportunities in the future. | ![]() | |
Progress Oriented | ![]() ![]() ![]() ![]() |
The new society, forged in the fires of galactic civil war, knows the worth of their work. Together we strive to accomplish all of our goals. | ![]() | |
Administrator Beryllia | ![]() |
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Salvager Borin's robot companion has taken to office work, helping to refine our procedures by putting her self-learning capabilities to good use. | ![]() |
Improved Crime Fighting | ![]() ![]() |
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A series of new legislation to fight large scale criminal conspiracies. | ![]() |
Population United | ![]() ![]() |
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'Owning to Vas the Gilded's popularity with the people and her skill at bringing them together, society as a whole has grown more stable. | ![]() |
Prophesized Greater Destiny | ![]() ![]() |
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'Ulastar's proclamations about our future glory spur the populace to renewed fervor and purpose. | ![]() |
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 pre-FTL 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]
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Available only with the Overlord DLC enabled. |
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.
Minamar Specialized Industries[edit | edit source]
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Available only with the First Contact DLC enabled. |
Minamar Specialized Industries is an empire created by the Broken Shackles and
Payback origins. For the most part it plays like any regular empire with an advanced start, the only thing setting them apart being the
Your Ladder To The Sky origin. It has
Fanatic Materialist and
Authoritarian ethics and uses
Corporate authority and
Indentured Assets and
Public Relations Specialists civics regardless of whether
MegaCorp is installed or not. Empires with the
Broken Shackles and
Payback origins have −1000
Opinion towards and from Minamar Specialized Industries and cannot choose the
Proactive first contact dialogue option with Minamar Specialized Industries.
Broken Shackles interactions[edit | edit source]
Empires with the Broken Shackles origin have the following interactions with Minamar Specialized Industries:
- Encountering Minamar Specialized Industries gives −10
Stability until First Contact is completed
- Completing First Contact with Minamar Specialized Industries gives +10%
Unity for 10 years
- If forced into a Federation with Minamar Specialized Industries gain −10%
Happiness and −25%
Governing Ethics Attraction for 10 years
- If at war against Minamar Specialized Industries gain +10%
Unity, −10%
Ship Upkeep, −50%
Army Upkeep, −50%
Army Cost and +100
Army Build Speed
- If the war ends in surrender gain −10%
Happiness for 10 years
- If the war ends in status quo gain −5%
Happiness for 10 years
- If the war ends in enforcing demands gain +10%
Happiness, +15%
Unity, +20%
Governing Ethics Attraction, +10%
Monthly Consumer Goods, +5%
Monthly Resources and +10%
Specialist Pop Resource Output for 10 years
- If the war ends in surrender gain −10%
Payback interactions[edit | edit source]
Empires with the Payback origin have the following interactions with Minamar Specialized Industries:
- If the empire has a shortage situation after establishing communications with Minamar Specialized Industries it will gain the option between receiving a significant amount of the deficit resource or a small amount of Unity. This can only happen once every 5 years.
- The first time the empire technologically enlightens a pre-FTL civilization after establishing communications with Minamar Specialized Industries the empire will gain a choice between the Certified Educator empire modifier or a large amount of
Unity.
- The first time the empire kills a guardian after establishing communications with Minamar Specialized Industries it will gain a choice between a large amount of
Energy or a small amount of
Unity.
- As long as the empire isn't at war with Minamar Specialized Industries, they will ask the empire to pay 5000
Energy, 10000
Energy or 5
Pops every 15 years. The empire will have 2 ways to approach them. Winning with either approach will end all interactions with Minamar Specialized Industries.
- After paying 2 times the empire will get a choice between the Payback casus belli or focusing on diplomacy. If focusing on diplomacy then 10 days after the empire joins the
Galactic Community it will gain an objective choice between passing the Equal Standing Act or Non-Interference Act
Pre-FTL Stance resolution, as well as all minor sanction resolutions. Passing the required
Pre-FTL Stance resolution will grant a large amount of
Unity. Passing all required resolutions will grant even more
Unity and the Rightful Due empire modifier while Minamar Specialized Industries will gain a Planetary Revolt situation.
- Refusing to pay will cause a debt collector fleet to attack the capital system. The fleets can be defeated relatively easily but defeating them 3 times will result in Minamar Specialized Industries declaring war with the Animosity casus belli. If already a subject of Minamar Specialized Industries they will impose harsher terms of agreement. Defeating Minamar Specialized Industries in war will grant the choice between the Free From Strife empire modifier or unlocking the Punishment casus belli and Stop Atrocities wargoal.
- After paying 2 times the empire will get a choice between the Payback casus belli or focusing on diplomacy. If focusing on diplomacy then 10 days after the empire joins the
- If Minamar Specialized Industries is destroyed by an endgame crisis the empire will gain the Underdog modifier.
References[edit | edit source]
- ↑ Determined at game start, reloading saves will not change the result
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Enclaves • 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 |