Planetary management

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This article has been verified for the current PC version (3.2) of the game.

Planetary management involves district creation, building construction, and assigning a workforce for resource production to maintain peace and order, manage population growth, and set up garrisons for planetary defense.

Planets are, without a doubt, a vital part of a stellar empire because they provide the overwhelming majority of resources and the population required for an empire to grow and prosper. If a planet is managed properly, it could provide the needs of its populace and the demands of its empire and if an empire has a large collection of prosperous, productive planets within its borders, it can quite easily be seen as a successful empire.

Stability[edit | edit source]

Low Stability on a humanoid planet

Stability is a measure of the overall stability of a world, either socio-political or in terms of drone functionality, and is influenced by a large number of factors such as happiness, housing, amenities and crime or deviancy.

Stability effects[edit | edit source]

Stability ranges from 0 to 100 and has a base level of 50.

  • Each point of Stability above 50 adds +0.6% Mod pop resource output.png resources from jobs, +0.6% Trade value.png Trade Value and +0.4 Immigration pull immigration pull.
  • Each point of Stability below 50 adds −1% Mod pop resource output.png resources from jobs, −1% Trade value.png Trade Value and +2 Emigration push emigration push.
  • At very low Stability, organic pops (excluding Hive-minded.png Hive-Minded or Nerve Stapled.png Nerve Stapled pops) and sentient Trait mechanical.png Mechanical pops may cause unrest events.

Low stability can give a planet one of the following modifiers once every 2 years. Modifiers that require slaves can be removed instantly by discontinuing slavery.

Modifier Effects Duration Required stability Requires slaves Description
Pm natural beauty.pngPm frame 1.png Valiant Citizens Mod pop government ethic attraction.png +33% Governing Ethics Attraction 20 years 25 No.png Despite high Unrest, Pops on this colony banded together to prevent further violence.
Pm unknown.pngPm frame 2.png Unrest Mod pop ethic shift.png +100% Random Ethic Attraction 20 years 25 No.png Unrest on this colony caused local Pops to become more attracted to a random ethic.
Pm nationalist corruption.pngPm frame 3.png Terror Victims Mod pop government ethic attraction.png −33% Governing Ethics Attraction 20 years 25 No.png Unrest on this colony caused Pops to be victimized in a terror attack and lose faith in the regime.
Pm nationalist corruption.pngPm frame 3.png Terror Victims (Severe) Mod pop government ethic attraction.png −75% Governing Ethics Attraction 10 years 25 No.png Unrest on this colony caused Pops to be victimized in a terror attack and lose faith in the regime.
Pm unrest.pngPm frame 3.png Slaves Radicalizing Mod planet stability add.png −20 Stability 20 years 40 Yes.png Radical Slave elements are rallying, spreading unrest.
Pm starvation.pngPm frame 3.png Hunger Strike Mod planet jobs slave produces mult.png −50% Slave pop resource output
Mod pop food req.png −50% Slave Upkeep
5 years 25 Yes.png It's hard to work when you're doubled over from hunger pangs.
Pm slave riots.pngPm frame 3.png Slave Riots Mod planet jobs slave produces mult.png −1000% Slave pop resource output
Mod pop growth speed.png −50% Pop growth speed
Mod army build speed mult.png −50% Army build speed
Mod planet building build speed mult.png −50% Planetary build speed
10 years 10 Yes.png Slave Riots inhibit population growth.

Rebellion[edit | edit source]

If a colony's stability decreases below 10, a rebellion can take place. If the rebel armies are defeated the world will get +20 Stability.png stability for 10 years. If the rebel armies win the rebel colony will take control of the system's starbase and every other colony present in the system and create a rebel empire with −100 Diplomacy opinion.png opinion. This empire will often be annexed by a hostile empire nearby.

Type Armies Rebel ethics Requirements
Slave Rebellion 2 Army slave.png Slave Armies for every enslaved Pop Fanatic Egalitarian.png Fanatic Egalitarian Yes.pngPm unrest.pngPm frame 3.png Slaves Radicalizing planet modifier
Rebellion 1 Army assault.png Assault Army for every pop Population's current ethics No.pngPm unrest.pngPm frame 3.png Slaves Radicalizing planet modifier

Increasing stability[edit | edit source]

Normal empires primarily increase stability by having a high Approval Rating or using the Decision martial law.png Declare Martial Law decision and having enough Job soldier.png Soldier jobs. Gestalt consciousness.png Gestalt Consciousness empires primarily increase Stability by having a high number of Amenities.png Amenities or using the Decision martial law hive.png Deploy Hunter-Killer Drones or Decision martial law machine.png Activate Compliance Protocols decisions and having enough Job soldier.png Warrior Drone jobs. Empires with the Civic byzantine bureaucracy.png Byzantine Bureaucracy civic can also gain it from Bureaucrat Bureaucrat jobs.

Stability can also be increased by the following:

Source Stability
Empire Capital Empire Capital +5
Job noble.png Noble job +5
Civic police state.png Police State civic +5
Civic shared burdens.png Shared Burdens civic +5
Menu icon edicts.png Information Quarantine edict +5
Tradition harmony utopian dream.png Utopian Dream / Collective Reasoning tradition +5
Sb deep space black site.png Deep Space Black Site starbase building +5
Resolution greater good.png The Greater Good resolution 5 +5
Building Psi Corps building +5
Building Chamber of Elevation building +5
Building House of Apotheosis building +10
Building Sanctuary of Repose building +5
Building Pillar of Quietus building +10
Building Galactic Memorial building +15
Building Governor's Palace building +5
Building Governor's Estates building +10
Pacifist.png Pacifist ethic +5
Fanatic Pacifist.png Fanatic Pacifist ethic +10
Leader trait psionic leader.png Psychic governor trait +5
Leader trait psionic chosen one.png Chosen One governor trait +10
Leader trait oracle.png Oracle governor trait +10
Decision deal.png Negotiate with Crime Lords decision +10

Stability is also increased by +10 on all human player worlds if the game difficulty is set to Cadet and by +5 all AI player worlds for each difficulty step above Ensign.

Crime and Deviancy[edit | edit source]

Crime and Deviancy are measures of the overall level of non-compliance in the population of a world. Crime and Deviancy are produced by any Pop, ranging from 0 at 100% Mod pop happiness.png Happiness to +2 at 0% Mod pop happiness.png Happiness. While Unemployment does not increase Crime or Deviancy it can add modifiers that cause them if measures aren't taken. Crime and Deviancy are reduced by certain Jobs as well as Governor leaders. Non-sentient Trait mechanical.png mechanical pops in an organic empire and mechanical pops integrated into a Auth machine intelligence.png Machine Intelligence empire do not produce crime or deviancy, despite counting as 50% happiness for the purpose of approval rating.

Every year one of the following modifiers can be added as long as the requirements are met. Another modifier cannot be added for the next 10 years. Alternatively 15 Devastation.png Devastation can be added instead of a modifier. Once a planet has below 10 Crime or Deviancy all modifiers will be removed after 15 years. The timer is reduced by 50% for each Job enforcer.png Enforcer or Job patrol drone.png Hunter-Seeker Drone Job. All modifiers are also removed if a planet changes ownership.

Modifier Effects Duration Requirements Description
Criminal Underworld
  • Job criminal.png +15 Crime
  • Job criminal.png +1 Criminal Job
  • Job criminal.png +1 Criminal Job per 33 Crime
Permanent 30 Job criminal.png Crime or Refusing the Increased Benefits modifier This world is home to a large criminal underworld.
Drone Deviancy
  • Job criminal.png +15 Deviancy
  • Job criminal.png +1 Deviant Drone Job
  • Job criminal.png +1 Deviant Drone Job per 33 Deviancy
Permanent 30 Job criminal.png Deviancy or Refusing the Activity Program modifier This world is home to large communities of deviant drones, who no longer respond to commands from the Hive Mind.
Drone Corruption
  • Job criminal.png +15 Deviancy
  • Job criminal.png +1 Corrupt Drone Job
  • Job criminal.png +1 Corrupt Drone Job per 33 Deviancy
Permanent 30 Job criminal.png Deviancy or Refusing the Standby Mode modifier This world is home to several networks of deviant and corrupted drone units, who operate outside the established parameters set by the core intelligence.
Center of Drug Trade
  • Job criminal.png +30 Crime
  • Job criminal.png +3 Criminal Jobs
  • Replaces the Criminal Underworld modifier
Permanent 30 Job criminal.png Crime and Criminal Underworld modifier The world has become a major center of drug trade. Illegal narcotics are being smuggled planetside on a daily basis, with a large segment of the populace being regular users.
Gang Wars
  • Job criminal.png +30 Crime
  • Job criminal.png +3 Criminal Jobs
  • Replaces the Criminal Underworld modifier
Permanent 30 Job criminal.png Crime and Criminal Underworld modifier The world is currently in the middle of a very destructive gang war between two or more organized crime factions. Heavy fighting is ongoing between the rivaling gangs, with local security forces trapped in the middle.
Mob Rule
  • Job criminal.png +30 Crime
  • Job criminal.png +3 Criminal Jobs
  • Replaces the Criminal Underworld modifier
Permanent 30 Job criminal.png Crime and Criminal Underworld modifier The world is currently dominated by a single criminal organization. They have infiltrated all layers of society, and little happens here without their involvement or permission.
Crime Boss Arrested Job criminal.png −30 Crime 10 years Criminal Underworld modifier An important crime boss was recently arrested on this world, crippling a major criminal organization.
Bribed Officials Stability.png −20 Stability 10 years Criminal Underworld modifier Several high-ranking officials on this world were recently discovered to have been in the pay of local criminal organizations.
Crime Wave Job criminal.png +30 Crime 10 years Criminal Underworld modifier This world is currently experiencing a crime wave.
Smuggler Activity Trade value.png −20% Trade Value 10 years Criminal Underworld modifier An increase in smuggler activity on this world has had a negative impact on profits from trade.
Substance Abuse Mod pop resource output.png −20% Resources from Jobs 10 years Criminal Underworld modifier The illegal use of dangerous and highly addictive drugs is widespread on this world.
Cartel War Stability.png −20 Stability 10 years Center of Drug Trade modifier The powerful drug cartels that have carved up this world between themselves are currently fighting a low-intensity war.
Travel Advisory Trade value.png −20% Trade Value 10 years Gang Wars modifier The violent gang warfare on this world has led to a travel advisory which has greatly diminished the number of visiting traders.
Corrupt Administration Stability.png −20 Stability 10 years Mob Rule modifier The vast majority of this world's planetary administration was recently revealed to have been in the employ of its dominant crime syndicate.
Protection Racket Mod pop resource output.png −20% Resources from Jobs 10 years Mob Rule modifier The mobsters who rule this world have implemented an extensive protection racket.
Trade Pilfering Trade value.png −20% Trade Value 10 years Mob Rule modifier The gangster syndicate ruling this world has assumed control over several spaceports through intermediaries. A large portion of local trade now has to go through them.
Deviant Ringleader Killed Job criminal.png −30 Deviancy 10 years Drone Deviancy modifier An important ringleader among the deviant drones of this world was recently terminated.
Deviant Interference Stability.png −30 Stability 10 years Drone Deviancy modifier Deviant drones are interfering with our facilities on this world.
Corrupt Network Terminated Job criminal.png −30 Deviancy 10 years Drone Corruption modifier A virus recently terminated one of the corrupt drone networks on this world.
Drone Signal Interference Stability.png −30 Stability 10 years Drone Corruption modifier Signals from the corrupted drone networks on this world are interfering with the functionality of our loyal units.

If a Branch Office belonging to an empire with the Civic criminal heritage.png Criminal Heritage civic is open on a planet with 0 Crime there is a 5% chance that the Branch Office will be closed. The same empire cannot close another Branch Office for 10 years but the Auth corporate.png Corporate empire will not be able to establish another Branch Office on the same world for 10 years either.

Branch Offices[edit | edit source]

Branch Office with a Temple of Prosperity

Empires that have Auth corporate.png Corporate authority can establish a Branch Office on another empire's worlds if the Corporate empire has a Diplomacy commercial pact.png Commercial Pact with, is the Diplomacy istributary.png overlord of, or is Diplomacy federation.png Federated with the owner of the world, and there is not already a Branch Office of another Corporate empire present. Branch Offices cannot be established on the worlds of an empire with the Auth corporate.png Corporate, Auth hive mind.png Hive Mind or Auth machine intelligence.png Machine Intelligence authority.

Branch Offices give the Corporate empire Energy.png Energy Credits equal to 50% of the world's Trade value.png Trade Value, or 60% if the Corporate empire has the Civic free traders.png Free Traders civic.

Establishing a Branch Office costs 1000 Energy.png Energy Credits and 50 Influence.png Influence, and increases the Corporate empire's Empire sprawl.png Empire Sprawl by 2. The cost/sprawl can be reduced by the following:

Source Cost Reduction Note
Ap universal transactions.png Universal Transactions Cost -15% Branch Office cost Cannot be taken by Civic criminal heritage.png Criminal Heritage
Civic franchising.png Franchising -25% Empire sprawl.png Empire Sprawl

Branch Offices can be closed by their Corporate owner at any time. If a Branch Office exists on a world after a Diplomacy commercial pact.png Commercial Pact or Diplomacy federation.png Federation is left or the Diplomacy istributary.png Subsidiary becomes independent, the Branch Office will remain open, but the world's owner will get the Expropriation Casus Belli on the Corporate empire to remove it through war.

Corporate Buildings[edit | edit source]

Up to 4 mutually beneficial corporate buildings can be built in a Branch office, each level of capital tier unlocking 1 corporate building slot. Corporate buildings give a resource or empire-wide bonus to the Corporate empire, and a planet-based bonus or Jobs to the Branch Office world.

Corporate building Planet bonus Corporate empire bonus Upkeep Cost Time Requirements Description
Building amusement megaplex.png Amusement Megaplex Amenities.png +10 Amenities Energy.png +10 Energy Minerals.png 800 Minerals Time 480 Days Planet Unique A magical place where dream can become reality, this megaplex features wholesome, corporate-sanctioned fun for the entire family unit.
Building commercial forum.png Commercial Forum Job merchant.png +1 Merchant Jobs Energy.png +25% Branch Office Value Energy.png −3 Minerals.png 800 Minerals Time 480 Days Planet Unique Movers and shakers, local economic leaders, and other important figures can meet with corporate representatives here in a relaxed, soothing environment ideal for the creation of new business deals.
Building food conglomerate.png Fast Food Chain Job farmer.png +1 Farmer Jobs Food.png +10 Food Energy.png −2 Minerals.png 500 Minerals Time 360 Days
  • No.pngPlanet nuked.png Relic World
  • No.pngPlanet infested.png Hive World
  • No.pngPlanet ai.png Machine World
Affordable, fast, and with a perfectly acceptable nutritional value. Zero toxins* and zero hassle!
* Food may contain traces of potassium benzoate, nitric acid, dark matter, soylent green and liquid smoke.
Building military contractors.png Mercenary Liaison Office
  • Job soldier.png +1 Soldier Jobs
  • Mod leader species exp gain.png +100 Army Starting Experience
Mod navy size add.png +10 Naval Capacity Energy.png −2 Minerals.png 500 Minerals Time 360 Days This office allows locals to sign up for the exciting life of a corporate soldier of fortune. Generous compensation, limited health insurance and stories of adventure ensure a steady stream of recruits.
Building private shipyards.png Private Military Industries Job clerk.png +2 Clerk Jobs Alloys.png +3 Alloys Energy.png −2 Minerals.png 500 Minerals Time 360 Days These planet-based corporate factories produce and assemble a variety of components that are vital in starship construction.
Building private mining consortium.png Private Mining Consortium Job miner.png +1 Miner Jobs Minerals.png +10 Minerals Energy.png −2 Minerals.png 500 Minerals Time 360 Days
  • No.pngPlanet city.png Ecumenopolis
  • No.pngPlanet infested.png Hive World
  • No.pngPlanet ai.png Machine World
A private mineral extraction company owned by a megacorporation. It employs local miners to access the planet's wealth.
Building private research initiative.png Private Research Enterprises Job clerk.png +2 Clerk Jobs Research.png +6 Research Output Energy.png −3 Minerals.png 800 Minerals Time 480 Days Planet Unique In these state-of-the-art facilities, private tech-enterprises carry out important R&D on behalf of their parent company.
Building public relations office.png Public Relations Firm Job clerk.png +2 Clerk Jobs Unity.png +6 Unity Energy.png −3 Minerals.png 800 Minerals Time 480 Days Planet Unique Misconceptions and suspicions are always floating around any large corporate entity. It is in the public's interest to hear out all sides of any dispute, and this PR firm makes it their business to get their employer's point across.
Building virtual entertainment studios.png Virtual Entertainment Studios Job clerk.png +2 Clerk Jobs Consumer goods.png +6 Consumer Goods Energy.png −2 Minerals.png 500 Minerals Time 360 Days Using nano-transaction systems and neuro-chemical retention algorithms, these development houses bring the latest in virtual entertainment software into the homes and lives of billions of sapient consumers.
Building temple of prosperity.png Temple of Prosperity
  • Prosperity Preacher +2 Prosperity Preacher Jobs
  • Spiritualist.png +50% Spiritualist Ethics Attraction
Energy.png −2 Minerals.png 500 Minerals Time 360 Days
  • Civic gospel of the masses.png Gospel of the Masses civic
  • Planet Unique
A high-security temple that spreads the gospel of the Megachurch that built it.
Building corporate embassy.png Corporate Embassy Job clerk.png +2 Clerk jobs Diplomatic weight from economy +5% Diplomatic weight from economy Energy.png −3 Minerals.png 800 Minerals Time 480 Days
  • Tech xeno diplomacy.png Xeno Diplomacy tech
  • Planet has a Building modern 2.png Planetary Capital
  • Planet Unique
Diplomacy is just advertising to governments instead of to the customer. This office analyzes local customs and trends to more efficiently target our efforts.
Building executive retreat.png Executive Retreat Trade value.png +5% Trade Value Amenities.png +10% Empire Amenities
  • Energy.png −5
  • Exotic gases.png −1
  • Minerals.png 1000 Minerals
  • Exotic gases.png 50 Exotic Gases
Time 600 Days
  • Tech executive retreat.png Executive Leisure Program tech
  • Planet has at least 50 Pop.png Pops
  • Planet Unique
A luxurious resort complex for high ranking corporate officers. Here they can sample the local planetary culture in a high security environment.
Building xeno tourism agency.png Xeno-Outreach Agency Trade value.png +5% Trade Value Mod planet immigration pull mult.png +25% Immigration Pull
  • Energy.png −5
  • Rare crystals.png −1
  • Minerals.png 1000 Minerals
  • Rare crystals.png 50 Rare Crystals
Time 600 Days
  • Tech xeno tourism agency.png Xeno Outreach Agencies tech
  • Planet has at least 50 Pop.png Pops
  • Planet Unique
This corporate agency promotes a wide variety of interstellar tourist attractions, as well as offering employment packages and signing bonuses to potential emigrants interested in relocating to corporate space.
Building imperial concession port.png Imperial Concession Port
  • Energy.png +25% Branch Office Value
  • Energy.png +8 Energy
  • Diplomatic weight from economy +5% Diplomatic weight from economy
Minerals.png 1000 Minerals Time 600 Days
  • Civic galactic sovereign.png Corporate Sovereign civic
  • Planet Unique
This concession port enjoys extraterritorial rights and is legally considered the sovereign territory of the Galactic Imperium. It is exempt from local taxes and regulations.

Criminal Heritage[edit | edit source]

Empires with the Civic criminal heritage.png Criminal Heritage can establish Branch Offices without the need of a Diplomacy commercial pact.png Commercial Pact or other relationship. Their Branch Offices still generate Energy.png Energy Credits normally based on the world's Trade value.png Trade Value, but generate additional Energy.png Energy Credits based on the world's Job criminal.png Crime value, ranging from 25% of trade with 0 Job criminal.png crime to 75% with 100 Job criminal.png crime.

Civic criminal heritage.png Criminal Heritage Corporate empires do not have access to the regular Corporate Buildings and use a unique set of Corporate Buildings that increases a planet's Job criminal.png Crime.

The world owner will get the Expropriation Casus Belli as soon as such a Branch Office is opened.

Corporate building Planet effect Corporate empire bonus Job criminal.png Crime Upkeep Cost Time Requirements Description
Building bio reprocessing facilities.png Bio-Reprocessing Plants Trade value.png +5 Trade Value Food.png +10 Food +25 Energy.png −2 Minerals.png 500 Minerals Time 360 Days
  • No.pngPlanet nuked.png Relic World
  • No.pngPlanet infested.png Hive World
  • No.pngPlanet ai.png Machine World
Underground facilities where disloyal employees and other forms of unsavory bio-matter are reprocessed into ready-to-eat food products.
Building underground chemists.png Concealed Drug Labs Trade value.png +5 Trade Value Consumer goods.png +6 Consumer Goods +25 Energy.png −2 Minerals.png 500 Minerals Time 360 Days Subterranean drug clubs in remote regions that are virtually undetectable from the surface. Chemists work day and night here to produce various illegal, highly addictive and quite lucrative narcotics.
Building illicit research labs.png Illicit Research Labs Job clerk.png +2 Clerk Jobs Research.png +6 Research Output +40 Energy.png −3 Minerals.png 800 Minerals Time 480 Days Planet Unique All manner of highly illegal R&D is carried out in these secret laboratories.
Building pirate haven.png Pirate Free Haven
  • Job soldier.png +1 Soldier Jobs
  • Mod leader species exp gain.png +100 Army Starting Experience
Mod navy size add.png +10 Naval Capacity +40 Energy.png −2 Minerals.png 500 Minerals Time 360 Days A secluded and hidden city on the planet's surface, where pirates and other lowlifes can congregate to repair their ships and trade stories.
Building smuggling rings.png Smuggler's Port Job merchant.png +1 Merchant Jobs Energy.png +25% Branch Office Value +50 Energy.png −3 Minerals.png 800 Minerals Time 480 Days Planet Unique An unauthorized spaceport that remains off the records thanks to secrecy and generous bribes. Large volumes of illegal cargo passes through here every day.
Building syndicate outreach office.png Syndicate Front Corporations Job clerk.png +2 Clerk Jobs Unity.png +6 Unity +40 Energy.png −2 Minerals.png 800 Minerals Time 480 Days Planet Unique These above-the-board businesses allow the local criminal syndicate to operate behind a veneer of upstanding legality.
Building underground clubs.png Underground Clubs Amenities.png +10 Amenities Energy.png +10 Energy +40 Minerals.png 800 Minerals Time 480 Days Planet Unique These illegal entertainment clubs will satisfy any vice. As night descends, they are open for business in the planet's seedier districts.
Building wildcat miners.png Wildcat Mining Operations Trade value.png +5 Trade Value Minerals.png +10 Minerals +25 Energy.png −2 Minerals.png 500 Minerals Time 360 Days
  • No.pngPlanet city.png Ecumenopolis
  • No.pngPlanet infested.png Hive World
  • No.pngPlanet ai.png Machine World
Illegal, highly unsafe mining operations operated by the destitute and the desperate, who toil away in the vain hopes of striking it rich.
Building wrecking yards.png Wrecking Yards Trade value.png +5 Trade Value Alloys.png +3 Alloys +25 Energy.png −2 Minerals.png 500 Minerals Time 360 Days Stolen vessels and prize ships brought in by pirates are broken into scrap here. Any valuable components and alloys are carefully salvaged.
Building subversive shrine.png Subversive Shrine
  • Prosperity Preacher +2 Prosperity Preacher Jobs
  • Spiritualist.png +50% Spiritualist Ethics Attraction
+25 Energy.png −2 Minerals.png 500 Minerals Time 360 Days
  • Civic gospel of the masses.png Gospel of the Masses civic
  • Planet Unique
A meeting place for followers of the Subversive Cult to gather and conduct their ceremonies.
Building disinformation center.png Disinformation Center
  • Job clerk.png +2 Clerk Jobs
  • Mod pop government ethic attraction.png −25% Governing Ethics Attraction
Intel.png +5 Base Intel Level +40 Energy.png −3 Minerals.png 800 Minerals Time 480 Days
  • Tech xeno diplomacy.png Xeno Diplomacy tech
  • Planet has a Building modern 2.png Planetary Capital
  • Planet Unique
Through targeted advertisements and propaganda, we can control opinion and make the people agree with our version of the truth.

References[edit | edit source]

Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalitiesIntelligence
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs