Spaceborne aliens

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This article is for the PC version of Stellaris only.

Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. Spaceborne aliens are likely be the first encounter for newly spacefaring species. Mechanically, each type of spaceborne alien is considered a special type of empire, though exempt from many of the game's usual rules. Spaceborne aliens have increased stats based on the difficulty settings.

Space fauna[edit | edit source]

Humanoid science ships encountering a pacified Space Amoeba Mother

Space creatures are entities which may not even classify as ships or life in the common meaning of the words. They generally inhabit a certain area of space and are seldom seen away from it. Upon First Contact completion a special project will be added to the situation log, which when completed will allow an empire to deal with them in three ways:

  • Researching unlocks a special project for detailed research that will grant a choice between an empire modifier and possibly a creature technology.
  • Hunting will grant a +33% damage bonus empire modifier towards that type of Space Creature, and resources rewards upon killing them. If the creatures cannot be pacified the option is available to all empires, otherwise it is only available to Fanatic Militarist.pngMilitarist.png Militarist, Fanatic Xenophobe.pngXenophobe.png Xenophobe and Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal empires.
  • Pacify will unlock a special project that costs 5000 Physics Research Physics research and allows an empire to turn the space creatures non-hostile and unlock the ability to research all special components the creatures use. Only 2 of the 5 Space Creatures can be pacified. This option is available to Fanatic Pacifist.pngPacifist.png Pacifist or Fanatic Xenophile.pngXenophile.png Xenophile Empires. If the Galactic Community is formed the Space Amoeba pacification modifier can be offered to all members by passing the Space Amoeba Protection Act Resolution.

If killed, space creatures will slowly respawn in their home system.

Space fauna table[edit | edit source]

Research option bonuses Hunting Pacifying Type Home System Tactics
Ancient Mining Drones
Evt mining station.png
Ancient Mining Drones use regular components. The Cutting Lasers can be salvaged.
Ancient Destroyer Ancient Combat Drone Mining Drone C Class,
Ancient Mining Drone
Ore Grinder
(Drone Base)
  • Mod ship hull mult.png 900 Hull Points
  • Mod ship armor mult.png 1,360 Armor
  • Mod ship shield hp mult.png 0 Shields
  • Mod ship speed mult.png 209 Speed
  • Mod ship evasion mult.png 37.1% Evasion
  • Damage/Time 26 dmg / day
  • Mod ship hull mult.png 450 Hull Points
  • Mod ship armor mult.png 1,102 Armor
  • Mod ship shield hp mult.png 0 Shields
  • Mod ship speed mult.png 207 Speed
  • Mod ship evasion mult.png 68.1% Evasion
  • Damage/Time 17.8 dmg / day
  • Mod ship hull mult.png 200 Hull Points
  • Mod ship armor mult.png 856 Armor
  • Mod ship shield hp mult.png 0 Shields
  • Mod ship speed mult.png 210 Speed
  • Mod ship evasion mult.png 69.2% Evasion
  • Damage/Time 10.1 dmg / day
  • Mod ship hull mult.png 30,000 Hull Points
  • Mod ship armor mult.png 13,000 Armor
  • Mod ship shield hp mult.png 0 Shields
  • Mod ship speed mult.png Immobile Speed
  • Mod ship evasion mult.png 0% Evasion
  • Damage/Time 142.7 dmg / day
  • Medium 2 Cutting Laser
  • Small 2 Cutting Laser
  • Large 1 Armor T1
  • Medium 3 Armor T1
  • Core Reactor T2
  • Core Thrusters T2
  • Core Sensor T1
  • Medium 1 Cutting Laser
  • Small 2 Cutting Laser
  • Large 1 Armor T1
  • Medium 2 Armor T1
  • Core Reactor T2
  • Core Thrusters T2
  • Core Sensor T1
  • Small 2 Cutting Laser
  • Large 1 Armor T1
  • Medium 1 Armor T1
  • Core Reactor T2
  • Core Thrusters T2
  • Core Sensor T1
  • Large 2 Laser T5
  • Hangar 3 Precision Drone
  • Large 5 Armor T1
  • Core Reactor T2
  • Core Sensor T1
Cost: 2000 Engineering research Engineering research
Minerals.png +10% Mining Station Minerals
Yes.png No.png Can expand Contains 2 normal mining stations and the Home Base Ore Grinder. Each station is guarded by two fleets, one purely destroyers and one made of drones. Destroying Home Base Ore Grinder grants 4000 Minerals.png Minerals and 500 Alloys.png Alloys.
If the Ancient Relics.png Ancient Relics DLC is installed it also grants the R surveyor.png Surveyor Relic.
Crystalline Entities
Evt space crystals.png
Ruby, Topaz, Sapphire, Emerald
Crystal Quintessence Crystal Shard Crystal Shardlings Crystal Nidus
  • Mod ship hull mult.png 1,530 Hull Points
  • Mod ship armor mult.png 0 Armor
  • Mod ship shield hp mult.png 0 Shields
  • Mod ship speed mult.png 100 Speed
  • Mod ship evasion mult.png 15.0% Evasion
  • Damage/Time 45.8 dmg / day
  • Mod ship hull mult.png 780 Hull Points
  • Mod ship armor mult.png 0 Armor
  • Mod ship shield hp mult.png 0 Shields
  • Mod ship speed mult.png 140 Speed
  • Mod ship evasion mult.png 35.0% Evasion
  • Damage/Time 21.6 dmg / day
  • Mod ship hull mult.png 430 Hull Points
  • Mod ship armor mult.png 0 Armor
  • Mod ship shield hp mult.png 0 Shields
  • Mod ship speed mult.png 160 Speed
  • Mod ship evasion mult.png 60.0% Evasion
  • Damage/Time 10.58 dmg / day
  • Mod ship hull mult.png 40,220 Hull Points
  • Mod ship armor mult.png 5,000 Armor
  • Mod ship shield hp mult.png 0 Shields
  • Mod ship speed mult.png Immobile Speed
  • Mod ship evasion mult.png 0% Evasion
  • Damage/Time 107.3 dmg / day
  • Large 1x Shard Thrower.png Large Shard Thrower
  • Medium 4x Shard Thrower.png Medium Shard Thrower
  • Medium 1x Shard Thrower.png Medium Shard Thrower
  • Small 4x Shard Thrower.png Small Shard Thrower
  • Small 3x Shard Thrower.png Small Shard Thrower
  • Large 12x Shard Thrower.png Large Shard Thrower

Defensively: Armor or shields - their shard weapons deal +50% damage against hull but have no other bonus

Ruby, Topaz, Sapphire, and Emerald shard weapons differ only in color. There are variants for all slot sizes:

  • Large Shard Thrower.png Large Shard Thrower0
    • Damage 60-180 Damage
    • 150% damage against Health Hull
    • Time 5.70 day cooldown
    • Mod ship tracking add.png 75% Accuracy
    • Tracking 5% Tracking
    • Mod ship weapon range mult.png 85 Range
    • Damage/Time 15.8
  • Medium Shard Thrower.png Medium Shard Thrower0
    • Damage 25-75 Damage
    • 150% damage against Health Hull
    • Time 5.00 day cooldown
    • Mod ship tracking add.png 75% Accuracy
    • Tracking 30% Tracking
    • Mod ship weapon range mult.png 65 Range
    • Damage/Time 7.50
  • Small Shard Thrower.png Small Shard Thrower0
    • Damage 10-30 Damage
    • 150% damage against Health Hull
    • Time 4.25 day cooldown
    • Mod ship tracking add.png 75% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult.png 45 Range
    • Damage/Time 3.52
    • Offensively: Plasma launchers, mining lasers, or lasers - Crystalline Entities have resilient and regenerating hulls, but no shields or armor
    • Unique salvage: Tech crystal armor 1.png Crystal-Infused Plating from ships, Tech crystal armor 2.png Crystal-Forged Plating from Crystal Nidus, both are the only hull increasing components in the game.
    Cost: 2000 Physics Research Physics research
    Energy.png +5% Energy from Jobs
    OR
    Tech crystal armor 1.png Crystal-Infused Plating tech
    Militarist.pngFanatic Militarist.png
    Xenophobe.pngFanatic Xenophobe.png
    Civic devouring swarm.pngCivic machine terminator.png
    Yes.png Can expand Contains Crystal Nidus, a large crystalline structure guarded by 4 elite fleets. The system can be safely explored and claimed if the crystalline entities have been pacified. As their home system has a pulsar, shields will be useless when attacking it.
    Space Amoeba
    Evt friendly amoeba.png
    Space Amoeba Mother Space Amoeba
    Total stats
    • Mod ship hull mult.png 2,000 Hull Points
    • Mod ship armor mult.png 1,500 Armor
    • Mod ship shield hp mult.png 0 Shields
    • Mod ship speed mult.png 100 Speed
    • Mod ship evasion mult.png 15% Evasion
    • Damage/Time 60.4 dmg / day
    • Mod ship hull mult.png 300 Hull Points
    • Mod ship armor mult.png 100 Armor
    • Mod ship shield hp mult.png 0 Shields
    • Mod ship speed mult.png 100 Speed
    • Mod ship evasion mult.png 65% Evasion
    • Damage/Time 9.68 dmg / day
    Loadout
    • Small3xShip part space whale weapon.png Energy Siphon
    • Hangar1xTech amoeba strike craft 1.png Amoeba Flagella
    • Small3xShip part space whale weapon.png Energy Siphon
    Utility
    Kill rewards Tech amoeba strike craft 1.png Amoeba Flagella
    • Defensively: Shields and point defense - their weapons deal +25% damage against armor and large amoeba launch strike craft
    • Offensively: Energy weapons - Space Amoeba have natural armor and regenerate
    • Unique salvage: Tech amoeba strike craft 1.png Amoeba Flagella, strike craft almost as strong as Tier 2 Improved Strike Craft
    Cost: 2000 Society research Society research
    Mod ship evasion mult.png +5% Evasion
    OR
    Regenerative Hull Tissue Regenerative Hull Tissue tech
    Militarist.pngFanatic Militarist.png
    Xenophobe.pngFanatic Xenophobe.png
    Civic devouring swarm.pngCivic machine terminator.png
    Yes.png Migratory Always called Amor Alveo, its various celestial body deposits produce in total 8 Energy.png Energy, 12 Minerals.png Minerals, 6 Society research Society, 3 Exotic gases.png Exotic Gases, 3 Volatile motes.png Volatile Motes and 2 Rare crystals.png Rare Crystals.
    Void Clouds
    (Subspace Ruptures)

    Evt wormhole.png
    Void Clouds VLUUR
    Total stats
    • Mod ship hull mult.png 4,000 Hull Points
    • Mod ship armor mult.png 0 Armor
    • Mod ship shield hp mult.png 10,000 Shields
    • Mod ship speed mult.png 80 Speed
    • Mod ship evasion mult.png 65% Evasion
    • Damage/Time 179.6 dmg / day
    • Mod ship hull mult.png 4,000 Hull Points
    • Mod ship armor mult.png 0 Armor
    • Mod ship shield hp mult.png 40,000 Shields
    • Mod ship speed mult.png 40 Speed
    • Mod ship evasion mult.png 65% Evasion
    • Damage/Time 921.8 dmg / day
    Loadout Large8xShip part space cloud weapon.png Cloud Lightning Large8xShip part space cloud weapon.png Cloud Lightning
    Utility
    • Ship part warp drive 3.png Bio-Drive (Guardian)
    • Ship part warp drive 3.png Bio-Drive (Guardian)
    Kill rewards Tech space cloud weapon 1.png Cloud Lightning (see bellow)
    • Defensively: Crystal plated hulls if available - their weapons ignore both shields and armor. Their erratic damage can sometimes destroy Corvettes in one hit. Hardening of shields or armor would also work.
    • Offensively: Disruptors, Torpedoes, and Autocannons - Void Clouds only have natural shields and hull.
    • Unique salvage: Tech space cloud weapon 1.png Cloud Lightning, L weapons that ignore both shields and armor

    Note: Void Clouds have a hidden +200% to ship weapon damage modifier, and some amount of natural hull and shield regen. VLUUR has +300% to ship weapon damage modifier and +285% to ship fire rate.

    Cost: 2000 Physics Research Physics research
    Physics Research +10% Physics from Jobs
    Yes.png No.png Stationary Always called Great Wound, it is a black hole cluster guarded by 3 Void Cloud fleets called Subspace Ruptures. The central black hole contains the largest Dark Matter.png Dark Matter deposit (10) in the galaxy. The system should be attacked with a highly superior force due to the effects of black holes on space battles.

    Void Clouds spawn in systems across the galaxy, but only one such system will have a black hole and a guaranteed Dark Matter.png Dark Matter deposit (size 3: 4.8% chance, 2: 19% chance, 1: 76% chance) on it.

    Tiyanki Space Whales
    Evt tiyanki family.png
    Tiyanki fleets can consist of Cows, Bulls, Calves and Hatchlings. They are not hostile unless attacked. Regenerative Hull Tissue can be salvaged. Orek Vuul contains four Tiyanki Ox guards.
    Whale and Ox Bull and Cow Calf Hatchling
    Total stats
    • Mod ship hull mult.png 5,000 Hull Points
    • Mod ship armor mult.png 1,000 Armor
    • Mod ship shield hp mult.png 1,000 Shields
    • Mod ship speed mult.png 80 Speed
    • Mod ship evasion mult.png 0% Evasion
    • Damage/Time 61.4 dmg / day
    • Mod ship hull mult.png 4,000 Hull Points
    • Mod ship armor mult.png 2,000 Armor
    • Mod ship shield hp mult.png 0 Shields
    • Mod ship speed mult.png 80 Speed
    • Mod ship evasion mult.png 8% Evasion
    • Damage/Time 12.8 dmg / day
    • Mod ship hull mult.png 2,200 Hull Points
    • Mod ship armor mult.png 1,600 Armor
    • Mod ship shield hp mult.png 0 Shields
    • Mod ship speed mult.png 80 Speed
    • Mod ship evasion mult.png 12% Evasion
    • Damage/Time 7.7 dmg / day
    • Mod ship hull mult.png 1,500 Hull Points
    • Mod ship armor mult.png 1,200 Armor
    • Mod ship shield hp mult.png 0 Shields
    • Mod ship speed mult.png 80 Speed
    • Mod ship evasion mult.png 12% Evasion
    • Damage/Time 7.7 dmg / day
    Loadout Small8x Small5x Small3x
    Ship part space whale weapon.png Energy Siphon
    Utility
    • AuxiliaryShip part auto repair.png Regenerative Hull Tissue
    • Ship part warp drive 3.png Bio-Drive (Guardian)
    • Ship part thruster 1.png Bio-Propulsion (Guardian)
      Ship part sensor 2.png Bio-Sensors (Guardian)0
      • Mod planet sensor range mult.png Sensor range 2
      • Mod planet sensor range mult.png Hyperlane detection range 4
    Kill rewards (?)
    • Energy.png 500 Energy
    • Exotic gases.png 50 Exotic Gases
    • Energy.png 250 Energy
    • Exotic gases.png 25 Exotic Gases
    Tech space whale weapon 1.png Frequency Tuning tech No.png Already Migratory Always called Tiyana Vek, it contains 4 Gas Giants. Each one has a deposit of Society research 6 society. The star itself always has a deposit of Physics Research 6 physics.
    Have a secondary system always called Tiyun Ort, its various celestial body deposits produce 6 Physics Research Physics and 3 Volatile motes.png Volatile Motes. The ice asteroid Zhaduva contains a level 3 anomaly that will add another deposit of 3 Society research Society.
    The unique world Orek Vuul contains the archaeology site Archaeology map icon.pngTiyanki Grave Mound.

    VLUUR[edit | edit source]

    VLUUR is a powerful migrating Void Cloud that has around 32K fleet power and is armed with 8 Ship part space cloud weapon.png Cloud Lighting weapons. For as long as VLUUR is in a system it will cause a storm that causes Mod ship speed mult.png −50% sublight speed and Mod ship fire rate mult.png −15% fire rate on ships. VLUUR moves to a new system every 4-7 years.

    VLUUR is not hostile but can be attacked. It has powerful shields and high evasion, but low hull, and can be defeated deceptively easily with missile weapons. Defeating VLUUR grants Dark Matter.png 100 dark matter, and creates various deposits of Dark Matter.png 1-3 dark matter on up to 4 planets in the system it's defeated in.

    Bemat Thalassocracy[edit | edit source]

    The Bemat Thalassocracy is a hostile fleet that can appear after the end-game year is reached. It appears in a system owned by an empire that produces at least Trade value.png 180 trade value. The fleet is made up of the following ships:

    40 corvettes 35 destroyers 34 cruisers
    • Small 1 Kinetic T3
    • Small 1 Plasma T1
    • Small 1 Disruptor T1
    • Small 2 Shield T2
    • Auxiliary 1 Afterburners T2
    • Auxiliary 1 Shield Capacitor
    • Core Jump Drive
    • Core Thrusters T4
    • Core Sensors T2
    • Core Reactor T5
    • Core Combat Computer T1
    • Medium 1 Plasma T3
    • Small 1 Plasma T3
    • Small 3 Laser T5
    • Small 4 Shield T4
    • Small 2 Armor T3
    • Auxiliary 1 Shield Capacitor
    • Core Jump Drive
    • Core Thrusters T3
    • Core Sensors T2
    • Core Reactor T5
    • Core Combat Computer T2 (Line)
    • Guided 1 Missiles T5
    • Guided 2 Swarmer Missiles T1
    • Small 2 Disruptor T2
    • Small 2 Plasma T3
    • Small 2 Kinetic T3
    • Medium 5 Shield T4
    • Medium 3 Armor T3
    • Auxiliary 1 Auxiliary Fire Control
    • Auxiliary 1 Nanite Repair System
    • Core Jump Drive
    • Core Thrusters T3
    • Core Sensors T2
    • Core Reactor T5
    • Core Combat Computer T2 (Artillery)

    Nomads[edit | edit source]

    The nomad fleet
    Nomads are replaced by Caravaneers if the MegaCorp.png MegaCorp DLC is enabled.

    The Nomads, or Namarians as they call themselves, are a passive millennia old intergalactic race with no homeworld, forever traveling the void in their starships. Once they establish communications with an empire, the nomads help establish communications between any encountered empires that haven't discovered each other yet. They travel from system to system during their temporary stay in the galaxy, and eventually set sail for another galaxy. Events related to them can take place during their stay.

    The date when and if the Nomads arrive is rolled at game start, with the following chances per human player:

    • 20% chance to appear after 7,300 to 7,800 days (roughly 20.28 to 21.67 years)
    • 25% chance to appear after 14,600 to 15,100 days (roughly 40.56 to 41.94 years)
    • 25% chance to appear after 20,075 to 20,575 days (roughly 55.76 to 57.15 years)
    • 30% chance to not trigger (they may still appear if another human player rolls them)

    If more than one player triggers the Nomads, they spawn a single time on the earliest rolled date.

    When they arrive, the Nomads spawn in a random non-hostile rim system that no regular empire has more than Intel level low.png low intel on. Upon appearing, they decide the midpoint and endpoint systems of their journey.

    • Midpoint: A random non-hostile system with a distance of 250 to 500 from their starting system. If no such system exists, they choose a system with a distance of 150 to 500, whether or not it's hostile.
    • Endpoint: A random rim system with a distance of 400 to 1450 from their starting system. If no such system exists, they choose a system with a distance of 250 to 1450.

    On their journey, Nomads perform an action on entering a system. Those actions depends on if the system has an owner and what their relationship with the owner is. If the system is owned by an empire they haven't contacted and isn't hostile to them, they start orbiting a random planet in the system until contact is established. The system owner is unable to decipher their communications, but contact is always established after 100 days. After contact is established, they send the owner a request. If they enter another system owned by the same empire, they roll for a request again. Each interaction has the following chances:

    • 30% - Ask to leave some pops on an owned planet within the empire's borders. If the empire agrees, three Egalitarian.png Egalitarian Namarian pops spawn on a random Planet arid.png Arid, Planet desert.png Desert, or Planet savannah.png Savannah colony. A colony is 6 times as likely to be chosen if it has more than 0 free housing and 11 times as likely to be chosen if it has more than 1 free housing. Namarians are immortal and have the Trait pc desert preference.png Desert Preference, Nomadic.png Nomadic, Venerable.png Venerable, and Natural Engineers.png Natural Engineers traits.
      • ×0 If the system owner does not have a colony on a Dry planet
      • ×0 If the system owner is a Auth hive mind.png Hive Mind
      • ×0.75 If they've already left pops with the system owner
      • ×1.5 If they haven't left pops with the system owner yet and the system owner is some degree of Xenophile, Egalitarian, or Spiritualist
      • ×0.3 If the system owner's slavery Menu icon policies.png policy is set to Allowed
    • 30% - Ask for an uncolonized planet to colonize, forming a new empire. If the empire agrees, they gain Influence.png 150 to 300 influence and a random uncolonized Planet arid.png Arid, Planet desert.png Desert, Planet tropical.png Tropical, Planet ocean.png Ocean, or Planet gaia.png Gaia world within their borders becomes the capital of a new single-system Namarian empire. The new empire has Auth democratic.png Democratic authority, the Egalitarian.png Egalitarian, Spiritualist.png Spiritualist, and Xenophile.png Xenophile ethics, random civics, and a decaying Diplomacy opinion.png +100 opinion modifier towards the empire. The new empire starts with 14 Egalitarian.png Egalitarian Namarian pops that have their climate preference trait changed to match their new planet, 1000 Energy.png energy and Minerals.png minerals, and Influence.png 500 influence. Because they start with no other resources, no buildings, and no districts, this new empire immediately starts suffering from food and consumer goods deficits, housing shortages, and unemployment.
      • ×0 If the system owner doesn't control an uncolonized Planet tundra.png Tundra, Planet arid.png Arid, Planet desert.png Desert, Planet tropical.png Tropical, Planet continental.png Continental, or Planet gaia.png Gaia world in an uninhabited system.[1][2]
      • ×0 If the system owner is a Auth hive mind.png Hive Mind
      • ×0.5 If they've already colonized a planet from any empire
      • ×1.75 If they haven't colonized a planet yet and the system owner is some degree of Xenophile, Egalitarian, or Spiritualist
    • 30% - Sell 5 or 15 Cruisers.
      • ×0 If the system owner already was offered ships
      • ×0.25 If the system owner is Fanatic Militarist.png Fanatic Militarist or Fanatic Xenophobe.png Fanatic Xenophobe
      • ×0.5 If they already sold ships to an empire
      • ×1.75 If they haven't sold ships to anyone yet and the system owner is some degree of Xenophile, Egalitarian, or Spiritualist
    • 10% - Move on with no request.

    If the system has no owner, isn't hostile, and isn't the mid- or endpoint of their journey, they perform a peaceful action with the following chances:

    • 10% - Repair fleet and build new ships.
      • ×10 If under 3k Fleet Power
      • ×5 If under 5k Fleet Power
      • ×0 If over 10k Fleet Power or have built new ships within the last 120 days
    • 80% - Pick a random planet and wait in orbit for 40–50 days. Afterwards, they have a 25% chance to move on and 75% chance to pick another planet in the system to orbit. They orbit a maximum of three planets this way before moving on.
      • ×0 If less than 1.5k Fleet Power
    • 10% - Move on without doing anything.

    While the Nomads are inherently peaceful, a fight can be picked in order to get access to their technology. Nomads are easy prey but their technology is just average by midgame, making this rarely useful. The nomad fleet consists of the following:

    20 Protectors 3 Ark Ships
    • Large 1 Laser T4
    • Point defense 2 Point-Defense T2
    • Medium 2 Armor T3
    • Medium 1 Shields T3
    • Core Hyperdrive T3
    • Core Thrusters T3
    • Core Sensors T3
    • Core Reactor T4
    • Core Combat Computer T3 (Picket)
    • Core Hyperdrive T3
    • Core Thrusters T3
    • Core Sensors T3
    • Core Reactor T4

    Enigmatic Cache[edit | edit source]

    Enigmatic Cache

    The Enigmatic Cache, or BALDOR as it calls itself, is a tubular entity that emerges from any Gateway or L-Gate once the mid-game year is reached, if any player empire is at peace, and sets course for the nearest empire that is not at war. Upon taking damage to its hull, it instantly teleports away to the closest system with a Gateway or L-Gate.

    Once the Enigmatic Cache enters an empire's borders, it starts orbiting each one of the empire's colonies for a decade. As long as it orbits a colony, it gives it a Research.png +30% research output modifier to the colony, but also Mod pop happiness.png −10% happiness to any pops with the Xenophobe.png Xenophobe ethic. The first time the Enigmatic Cache orbits an empire's colony, the empire receives the option of issuing a special project to study it or leave it alone and gain Influence.png 50 influence. The special project costs Engineering research 2500 engineering research and finishing it refunds Engineering research 90-250 engineering research and grants an L-Gate insight, if the empire has discovered an L-Gate. Once all colonies have been scanned, the Enigmatic Cache sets course for the nearest empire and repeats the process.

    Enigmatic Uplifting

    After all colonies in the galaxy have been scanned, the Enigmatic Cache goes to the capital of a biological empire that did not attack it and requests to uplift the main species via a special project that takes 2 years. In multiplayer, the human player with the lowest Relative power icon.png relative power is chosen, random if tied. In singleplayer, the player empire is always chosen.

    Enigmatic Dreams

    If main species doesn't have Intelligent.png Intelligent or Quick Learners.png Quick Learners, 60 to 80 days into the project there is a 50% chance to be given the choice between aborting the uplift or adding the Fatigued modifier (Mod pop resource output.png −30% resources from jobs) on 60 random non-robotic main species pops that have one of the following jobs:

    Pop job.png Job Gestalt consciousness.png Gestalt Consciousness Job0
    Job default.png Unemployed
    Job researcher.png Researcher Brain Drone Brain Drone / Job researcher.png Calculator
    Job foundry.png Metallurgist Job foundry.png Foundry Drone / Job foundry.png Fabricator
    Job artisan.png Artisan Job artisan.png Artisan Drone
    Job culture worker.png Culture Worker
    Job chemist.png Chemist Job chemist.png Chemist Drone
    Job translucer.png Translucer Job translucer.png Translucer Drone
    Job gas refiner.png Gas Refiner Job gas refiner.png Gas Refiner Drone
    Job technician.png Technician Job technician.png Technician Drone
    Job miner.png Miner Job miner.png Mining Drone
    No.png Job farmer.png Agri-Drone
    Job crystal miner.png Crystal Miner Job crystal miner.png Crystal Mining Drone
    Job gas extractor.png Gas Extractor Job gas extractor.png Gas Extraction Drone
    Job mote harvester.png Mote Harvester Job mote harvester.png Mote Harvesting Drone

    The modifier lasts until the uplift process is completed or aborted.

    Alert

    130 to 170 days into the project, the empire is notified that the Enigmatic Cache is deteriorating. 4 random non-robotic main species pops (with the same job restrictions as Enigmatic Dreams) gain the Vegetable modifier (Mod pop resource output.png −80% resources from jobs) until the uplift is completed or aborted, and the player is offered the following options:

    • Abort the uplift, causing the Enigmatic Cache to teleport away and never return.
    • Ignore it. Once the project is complete, the 4 pops with the Vegetable modifier gain the Trait uplifted.png Unlifted trait (Research.png −60% research), all other non-robotic main species pops gain the Trait uplifted.png Somewhat Uplifted trait (Research.png +10% research), and all of them gain the PTSD modifier (Mod pop happiness.png −20% happiness) for 10 years. The Enigmatic Cache remains in orbit above the capital and permanently gives its Research.png research output modifier.
    • Issue a special project to repair the Enigmatic Cache with a construction ship. Once the uplift is complete, if the repair project was finished, the main species gains the Trait uplifted.png Uplifted trait (Job researcher.png +10% researcher output and Mod leader species exp gain.png +25% leader experience gain) and lose the Slow Learners.png Slow Learners trait. The Enigmatic Cache also remains in orbit above the capital and permanently gives its Research.png research output modifier. If any pops from the main species didn't have the Intelligent.png Intelligent or Quick Learners.png Quick Learners trait, there's a 75% chance they gain the Ignorance is Bliss modifier (Mod pop happiness.png −10% happiness) for 10 years.

    Note: The traits do not give unique bonuses to leaders despite the tooltips saying they do.

    References[edit | edit source]

    1. Because of differences between the planet classes the Nomads look for when triggering the event and the planet classes they actually can actually choose to colonize, this event may fail if you have an available Planet tundra.png Tundra or Planet continental.png Continental world but not one of the classes the Nomads can use.
    2. It's possible for the Nomads to colonize a Spiritualist fallen empire's holy world this way, resulting in a very short-lived empire.
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