Empire

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Version

Outliner top.png
This article has been verified for the current PC version (3.6) of the game.
A galaxy populated by multiple empires

An Empire is a group of planets and star systems that are ruled by the same government and controlled by a single player (or AI). Empires may have a variety of governments such as a democracy, oligarchism, despotism or imperial rule.

Ethics are the most defining features of a space empire; they affect the behavior of AI empires, likely technologies, available policies and edicts, valid government types, the opinions of other empires, and - perhaps most importantly - provide the fuel for internal strife in large and diverse empires. Civics are the second-most defining features of a space empire; they affect the finer details of the empire's internal structure as well as having certain effects on the empire's behavior.

It should be noted that the name of the player empire and its government structure can always be changed in the government window.

Each empire starts with a basic setup that's modified by its origin, authority, civics, and species archetype.

Default home system[edit | edit source]

The default home systems deposits total 12-13 Energy.png Energy, 12-13 Minerals.png Minerals, and 5-6 Research.png Research of up to two random types. The smaller deposits won't have mining or research stations built on them yet.

Celestial object Station Deposit0
G Star.png Star Yes.png Energy.png 5 Energy
  • Unknown.png Random object
    • G Star.png Star
    • Planet molten.png Molten World
    • Planet gas giant.png Gas Giant
Yes.png Energy.png 5 Energy
  • Unknown.png 2 Random objects
    • Planet asteroid.png Asteroid
    • Planet barren.png Barren World
    • Planet barren cold.png Barren World (cold)
    • Planet toxic.png Toxic World
    • Planet frozen.png Frozen World
Yes.png Minerals.png 5 Minerals (x2)
  • Unknown.png Random object
    • G Star.png Star
    • Planet molten.png Molten World
    • Planet gas giant.png Gas Giant
No.png
  • 50%: Energy.png 2 Energy
  • 50%: Energy.png 3 Energy
  • Unknown.png Random object
    • Planet asteroid.png Asteroid
    • Planet barren.png Barren World
    • Planet barren cold.png Barren World (cold)
    • Planet toxic.png Toxic World
    • Planet frozen.png Frozen World
No.png
  • 50%: Minerals.png 2 Minerals
  • 50%: Minerals.png 3 Minerals
  • Unknown.png Random object
    • Planet gas giant.png Gas Giant
    • Planet toxic.png Toxic World
    • Planet frozen.png Frozen World
    • Planet barren.png Barren World
    • Planet barren cold.png Barren World (cold)
    • G Star.png Star
Yes.png
  • Depends on object type
    • Society research 3 Society research if Planet toxic.png Toxic World
    • Physics Research 3 Physics research if Planet barren.png Barren World or G Star.png Star
    • Engineering research 3 Engineering research if Planet gas giant.png Gas Giant, Planet frozen.png Frozen World, or Planet barren cold.png Barren World (cold)
  • Unknown.png Random object
    • Planet gas giant.png Gas Giant
    • Planet toxic.png Toxic World
    • Planet frozen.png Frozen World
    • Planet barren.png Barren World
    • Planet barren cold.png Barren World (cold)
    • G Star.png Star
No.png
  • Depends on object type
    • Society research 2 Society research if Planet toxic.png Toxic World
    • Physics Research 2 Physics research ifPlanet barren.png Barren World or G Star.png Star
    • Engineering research 2 Engineering research if Planet gas giant.png Gas Giant, Planet frozen.png Frozen World, or Planet barren cold.png Barren World (cold)

Preconstructed districts

Empire District.png Default districts0
Organic Empire District city.png Housing District industrial.png Industrial District generator.png Generator District mining.png Mining District farming.png Agriculture
Auth democratic.pngAuth oligarchic.pngAuth dictatorial.pngImperial Default authority 3 2 2 2 2
Auth corporate.png Corporate authority +1 - −1 - -
Auth hive mind.png Hive Mind authority - −1 - - -
Origins mechanist.png Mechanist origin - - +1 - -
Origins default.png Prosperous Unification origin No.pngTrait lithoid.png Not Lithoid - - +1 - +1
Trait lithoid.png Lithoid +1 -
Origins tree of life.png Tree of Life origin - - - −1 +1
Trait lithoid.png Lithoid main species - - - +2 −2
Civic catalytic processing.pngCivic corporate catalytic processing.pngCivic hive catalytic processing.png Any Catalytic civic
  • Trait lithoid.png Lithoid main species
  • Biological subspecies
- - - −1 +1
  • No.pngAuth machine intelligence.png Not Machine Intelligence
  • No.png No biological subspecies
−2 +2
Civic agrarian idyll.png Agrarian Idyll civic −2 - - - +2
Civic anglers.png Anglers civic
Planet tropical.pngPlanet continental.pngPlanet ocean.png Homeworld has wet climate
- - −1 - +1
Machine Empire District city.png Nexus District industrial.png Industrial District generator.png Generator District mining.png Mining District farming.png Agriculture
Auth machine intelligence.png Machine Intelligence default 2 (−1) 1 (−1) 4 (+2) 1 (−1) 0 (−2)
Origins default.png Prosperous Unification origin - - +1 +1 -
Civic machine assimilator.png Driven Assimilator civic Biological subspecies - - −1 - +1
Trait lithoid.png Lithoid subspecies +1 -
Civic machine servitor.png Rogue Servitor civic Biological subspecies +1 - - - +1
Trait lithoid.png Lithoid subspecies +1 -
Civic machine catalytic processing.png Organic Reprocessing civic - - −1 −1 +2
Origins shattered ring.png Shattered Ring Empire Planet ringworld.png Shattered Ring World districts0
Regular Empire District city.png City Trade District Trade District mining.png Mining District farming.png Agriculture
No.pngGestalt consciousness.png Not Gestalt Consciousness base 3 3 5 2
Auth corporate.png Corporate authority +1 −1 - -
  • Trait lithoid.png Lithoid main species
  • No.png No biological subspecies
- - +2 −2
Hive Mind Empire District hive.png Hive District generator.png Generator District mining.png Mining District farming.png Agriculture
Auth hive mind.png Hive Mind authority base 3 2 (−1) 3 (−2) 2
Trait lithoid.png Lithoid main species - - +2 −2
Machine Intelligence Empire District nexus.png Nexus District generator.png Generator District mining.png Mining District farming.png Agriculture
Auth machine intelligence.png Machine Intelligence authority base 2 (−1) 4 (+1) 2 (−3) 0 (−2)
Civic machine assimilator.png Driven Assimilator civic Biological subspecies - −1 - +1
Trait lithoid.png Lithoid subspecies +1 -
Civic machine servitor.png Rogue Servitor civic Biological subspecies +1 - - +1
Trait lithoid.png Lithoid subspecies +1 -
Origin void dwellers.png Void Dwellers Empire Planet habitat.png Habitat districts0
Regular Empire District hab housing.png Habitation District hab energy.png Reactor Industrial District Industrial District hab science.png Research Trade District Trade District mining.png Mining
Total base 3 1 2 1 2 1
Civic reanimated armies.png Reanimators civic - - - −1 - -
  • Trait lithoid.png Lithoid main species
  • No.pngCivic catalytic processing.pngCivic corporate catalytic processing.png Not any Catalytic civic
- - - - −1 +1

Preconstructed buildings

Building Default buildings Building swaps0
Replacement Requirements
Planetary Administration Planetary Administration None
Administrative Offices Administrative Offices
  • Building temple.png
  • Temple
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist ethic
  • No.pngCivic death cult.pngCivic death cult corporate.png Don't have a Death Cult civic
Sacrificial Temple Sacrificial Temple
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist ethic
  • Civic death cult.pngCivic death cult corporate.png Any Death Cult civic
Research Labs Research Labs
  • Building dread encampment.png
  • Dread Encampment
  • Both home system research deposits changed to Engineering research 6 Engineering research
    • Origins shattered ring.png Shattered Ring: Engineering research 5 Engineering research research deposit changed to Engineering research 10 Engineering research
Civic reanimated armies.png Reanimators civic
Commercial Zones Commercial Zones Removed Civic agrarian idyll.png Agrarian Idyll civic
  • Building holo theatres.png
  • Holo-Theatres
  • District industrial.png +1 Industrial District
    • Origins shattered ring.png Shattered Ring: Trade District +1 Trade District instead
  • Civic pleasure seekers.png Pleasure Seekers civic[1]
  • No.pngSpiritualist.pngFanatic Spiritualist.png Spiritualist ethic
  • No.pngCivic agrarian idyll.png Agrarian Idyll civic
  • Building temple.png
  • Temple
  • District industrial.png +1 Industrial District
    • Origins shattered ring.png Shattered Ring: Trade District +1 Trade District instead
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist ethic
  • No.pngAuth corporate.png Not Corporate authority
  • No.pngCivic agrarian idyll.png Not Agrarian Idyll civic
  • No.pngCivic death cult.pngCivic death cult corporate.png Not any Death Cult civic
  • No.png No more than one of:
    • EitherCivic anglers.png Anglers civic
    • EitherCivic catalytic processing.png Catalytic Processing civic
  • Building temple.png
  • Temple
  • District farming.png +1 Agriculture District
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist ethic
  • No.pngAuth corporate.png Corporate authority
  • No.pngCivic agrarian idyll.png Agrarian Idyll civic
  • No.pngCivic death cult.pngCivic death cult corporate.png Not any Death Cult civic
  • Civic anglers.png Anglers civic
  • Civic catalytic processing.png Catalytic Processing civic
Sacrificial Temple
  • Sacrificial Temple
  • District industrial.png +1 Industrial District
    • Origins shattered ring.png Shattered Ring: Trade District +1 Trade District instead
  • Civic death cult.pngCivic death cult corporate.png Any Death Cult civic
  • No.pngCivic agrarian idyll.png Agrarian Idyll civic
None Robot Assembly Plants Robot Assembly Plants Origins mechanist.png Mechanist origin
  • Building posthumous employment center.png
Posthumous Employment Center Civic permanent employment.png Permanent Employment civic
Phase 1 Phase 1 gaia seeder
  • Civic idyllic bloom.png Idyllic Bloom civic
  • No.pngOrigins life seeded.png Origin isn't Life-Seeded
  • Mod planet max buildings add.png A free building slot
Gestalt consciousness.png Gestalt Consciousness default buildings Building swaps0
Auth hive mind.png Hive Mind Auth machine intelligence.png Machine Intelligence Replacement Requirements
98px link=Buildings#Hive Core
Hive Core
Administrative Array
Administrative Array
None
Synaptic Nodes
Synaptic Nodes
Uplink Node
Uplink Node
Removed Origins necrophage.png Necrophage origin
  • Building organic sanctuary.png
  • Organic Sanctuary
  • District.png 2 additional districts (see above)
Civic machine servitor.png Rogue Servitor civic
Research Labs
Research Labs
None
Spawning Pools
Spawning Pools
Machine Assembly Plants
Machine Assembly Plants
Removed
  • Origins necrophage.png Necrophage origin
  • Civic devouring swarm.png Devouring Swarm civic
  • Building offspring nest.png
Offspring Nest Origins progenitor hive.png Progenitor Hive origin
None Phase 1 Phase 1 gaia seeder
  • Civic hive idyllic bloom.png Idyllic Bloom civic
  • No.pngOrigins life seeded.png Origin isn't Life-Seeded
  • Mod planet max buildings add.png A free building slot
  • Building hive warren.png
Hive Warren
  • Auth hive mind.png Hive Mind authority
  • Origins shattered ring.png Shattered Ring origin
Origin void dwellers.png Void Dwellers buildings Building swaps0
Replacement Requirements
Habitat Central Control Habitat Central Control on primary habitat None
Habitat Administration Habitat Administration on other habitats None
Administrative Offices Administrative Offices on primary habitat
  • Building temple.png
  • Temple
    • Civic death cult corporate.png Empires with the Corporate Death Cult civic start with both a regular Temple and a Sacrificial Temple. This is likely a bug.
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist ethic
  • No.pngCivic death cult.png Not Death Cult civic
Sacrificial Temple Sacrificial Temple
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist ethic
  • Civic death cult.pngCivic death cult corporate.png Any Death Cult civic
98px link=Buildings#Holo-Theatres Holo-Theatres on primary habitat
  • Building posthumous employment center.png
Posthumous Employment Center
  • Civic permanent employment.png Permanent Employment civic
  • Mod planet max buildings add.png A free building slot
  • Building holo theatres.png
  • Alert.png Ruined Holo-Theatres
  • Civic permanent employment.png Permanent Employment civic
  • No.pngMod planet max buildings add.png No free building slots[2]
None
  • Building dread encampment.png
  • Alert.png Ruined Dread Encampment on primary habitat
    • Civic functional architecture.png Empires with the Functional Architecture civic will start with this building intact instead.
  • District hab science.png −1 Research District
  • Both home system research deposits changed to Engineering research 6 Engineering research
Civic reanimated armies.png Reanimators civic
Hydroponics Farm Hydroponics Farm on mining station habitat Commercial Zones
  • Commercial Zones
  • District mining.png +1 Astro-Mining Bay
  • District hab commercial.png −1 Trade District
  • Trait lithoid.png Lithoid main species
  • No.pngCivic catalytic processing.pngCivic corporate catalytic processing.png Not any Catalytic civic
Hydroponics Farm Hydroponics Farm on generator station habitat Administrative Offices Administrative Offices
  • Trait lithoid.png Lithoid main species
  • No.pngSpiritualist.pngFanatic Spiritualist.png Not Spiritualist
  • Building temple.png
  • Temple
    • Civic death cult corporate.png Empires with the Corporate Death Cult civic start with both a Alert.png Ruined regular Temple and a Sacrificial Temple, for four temples total. This is likely a bug.
  • Trait lithoid.png Lithoid main species
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist ethic
  • No.pngCivic death cult.png Not Death Cult civic
Sacrificial Temple Sacrificial Temple
  • Trait lithoid.png Lithoid main species
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist ethic
  • Civic death cult.pngCivic death cult corporate.png Any Death Cult civic

Origin[edit | edit source]

The Origin represents the background of a species before it unified itself into an empire. In games with randomly generated AI empires, most origins are unique, meaning only one empire with that origin can be generated.

Origin Empire effects Homeworld effects Requirements Unique DLC
Origins default.png Prosperous Unification Tech planetary unification.png Planetary Unification technology starts as a permanent research option Pop.png Start with 4 additional Pops
District city.png Start with 2 additional Districts built
Mod pop happiness.png +15% Happiness for 20 years
Mod planet amenities mult.png +25% Amenities for 20 years
Mod pop resource output.png +10% Resources from Jobs for 20 years
No.png
Origins gateway.png Galactic Doorstep Unknown.png Start with a dormant Gateway which will bring the following in the first years:
  1. 100-1500 Alloys.png Alloys and/or Minerals.png Minerals
  2. A small space amoeba
  3. A special project that creates the From Gateway Sent archaeological site

Tech gateway construction.png If the Gateway is reactivated, the Gateway Construction technology is unlocked as a permanent research option

None Yes.png
Origins lost colony.png Lost Colony Unknown.png An Advanced Empire with the same species and random ethics will exist in the galaxy
Fleet action button focus on.png Homeworld of the Advanced Empire can be found via the Go To button in the species tab
Flag human 9.png If species portrait is Human the advanced empire will use the Sol starting system
No.png AI empires with this origin won't generate advanced empires if those were turned off
Pm planet from space.pngPm frame 1.png Start with the Colonial Spirit homeworld modifier
Mod habitability.png Homeworld does not get the +30 Habitability bonus
No.pngGestalt consciousness.png Gestalt Consciousness Yes.png
Origins mechanist.png Mechanist Start with the following technologies researched:
  • Tech powered exoskeletons.png Powered Exoskeletons
  • Tech robotic workers.png Robotic Workers

Tech robomodding.png Machine Template System technology starts as a permanent research option
Mod pop assembly speed.png +15% Mechanical Pop Assembly Speed
Trait Point +1 Mechanical Species Trait Picks

Building Start with a Robot Assembly Plants building
Pop.png Start with 8 robot Pops with a trait matching their starting job
Bulky.png Starting robots have the Bulky trait
High maintenance.png Starting robots have the High Maintenance trait
Materialist.pngFanatic Materialist.png Materialist
No.pngGestalt consciousness.png Gestalt Consciousness
No.pngCivic permanent employment.png Permanent Employment
No.png Utopia.png
Origins syncretic evolution.png Syncretic Evolution Trait primitive.png Adds a second species with the Serviles trait Pop.png Start with 12 Pops of the second species No.pngGestalt consciousness.png Gestalt Consciousness
No.pngCivic fanatic purifiers.png Fanatic Purifiers
No.png Utopia.png
Origins tree of life.png Tree of Life D huge tree.png Colonies start with a Tree of Life Sapling planetary feature
Decision resources.png Enables the Transplant Tree of Life decision
Mod starbase shipyard build cost mult.png Colony ships cost less Alloys but more Food
Devastation.png Tree of Life planetary features are removed at 50 Devastation
Pm bleak.pngPm frame 3.png Worlds without a Tree of Life planetary feature have the following penalties:
  • Mod planet building build speed mult.png −50% Planetary Build Speed
  • Mod pop resource output.png −25% Resources from Jobs
  • Upkeep +10% Upkeep from Jobs
  • Mod planet stability add.png −5 Stability
D huge tree.png Start with a Tree of Life planetary feature
District farming.png Start with +1 built Agriculture district
District mining.png Start with −1 built Mining district
Auth hive mind.png Hive Mind
No.pngCivic devouring swarm.png Devouring Swarm
No.pngCivic devouring swarm.png Terravore
Yes.png Utopia.png
Origins resource consolidation.png Resource Consolidation Energy.png Capital star has a deposit of 10 Energy.png Energy
Planet barren.png Other home system planets are broken or molten worlds with no resource deposits
Planet ai.png Homeworld is a Machine World with no blockers
D veiny cliffs.png Start with a Consolidated Resources planetary feature
D station junk.png Start with an Malfunctioning Replicator Bay blocker
D bubbling swamp.png Start with an Organic Slurry planetary feature if Civic machine assimilator.png Driven Assimilator
Auth machine intelligence.png Machine Intelligence
No.pngCivic machine servitor.png Rogue Servitor
No.pngCivic machine catalytic processing.png Organic Reprocessing
Yes.png Synthetic Dawn.png
Origins clones.png Clone Army Building Can construct up to 5 Ancient Clone Vat buildings
Trait clone soldier.png Species has the Clone Soldier trait
Trait clone soldier.png Admirals have the Clone Army Admiral trait
Start with the following technologies researched:
  • Tech cloning.png Cloning
  • Tech gene banks.png Gene Banks

Pop decline speed Losing Ancient Clone Vat buildings creates Pop Decline

Building Start with two Ancient Clone Vat buildings
Archaeology map icon.png After 3-5 years, the Homeworld Excavation archaeological site appears
Feature Excavating the archaeological site starts the Genetic Crossroads event chain
No.pngGestalt consciousness.png Gestalt Consciousness
No.pngCivic permanent employment.png Permanent Employment
No.png DLC humanoids species pack.png
Origins life seeded.png Life-Seeded Trait pc gaia preference.png Species has Gaia World Preference

Planet gaia.png Homeworld is a size 30 Gaia World
D bubbling swamp.png Start with 1 Bubbling Swamp planetary feature
D crystalline caverns.png Start with 1 Crystalline Caverns planetary feature
D dust caverns.png Start with 1 Dust Caverns planetary feature

No.pngAuth machine intelligence.png Machine Intelligence
No.pngMutagenic SpasMutagenic Spas Mutagenic Spas
Permutation Pools Permutation Pools
No.pngRelentless IndustrialistsRelentless Industrialists (Corporate) Relentless Industrialists
No.png Apocalypse.png
Origins post apocalyptic.png Post-Apocalyptic Trait survivor.png Species has the Survivor trait Planet nuked.png Homeworld is a Tomb World No.pngAuth machine intelligence.png Machine Intelligence
No.pngCivic agrarian idyll.png Agrarian Idyll
No.pngCivic anglers.pngCivic corporate anglers.png Anglers
No.png Apocalypse.png
Origins remnant.png Remnants Pm planet from space.pngPm frame 1.png Guaranteed Habitable Worlds gain the Colonial Remains modifier when colonized Planet nuked.png Homeworld is a size 22 Relic World
D city ruins.png Start with 5 Ruined Arcology blockers
Menu icon technology.png The Ruined Arcology blockers unlock random techs when cleared
No.pngCivic agrarian idyll.png Agrarian Idyll Yes.png Ancient Relics.png
Origins lithoid.png Calamitous Birth Menu icon ship designer.png Can build Meteorite Colony Ships D crater.png Start with a Massive Crater planetary feature
Pm asteroid impacts.pngPm frame 3.png Start with a Lithoid Crater homeworld modifier
Trait lithoid.png Lithoid species
No.pngCivic catalytic processing.pngCivic corporate catalytic processing.pngCivic hive catalytic processing.png Catalytic Processing
Yes.png Lithoids.png
Origins common ground.png Common Ground The federation Start with Diplomacy tradition tree and the Federation tradition adopted
Diplomacy federation.png Start as the president of a Federation with two other members
Xenophile.png The two members will be Xenophile and share at least one ethic with the president
No.png There will be no Guaranteed Habitable Worlds regardless of game settings
Diplomacy opinion.png +100 Permanent Opinion to and from Federation members
Diplomacy trust.png +50 Trust to and from Federation members
Diplomacy federation.png On day 2, choose the federation type
None No.pngXenophobe.pngFanatic Xenophobe.png Xenophobe
No.pngGestalt consciousness.png Gestalt Consciousness
No.pngCivic inwards perfection.png Inwards Perfection
No.pngCivic fanatic purifiers.png Fanatic Purifiers
No.pngCivic barbaric despoilers.png Barbaric Despoilers
Yes.png Federations
Origins hegemon.png Hegemon The federation Start with Diplomacy tradition tree and the Federation tradition adopted
Federation hegemony.png Start as the president of a Hegemony Federation with two other members
Xenophile.png The two members will be Xenophile and share at least one ethic with the president
No.png There will be no Guaranteed Habitable Worlds regardless of game settings
None No.pngXenophobe.pngFanatic Xenophobe.png Xenophobe
No.pngEgalitarian.pngFanatic Egalitarian.png Egalitarian
No.pngGestalt consciousness.png Gestalt Consciousness
No.pngCivic inwards perfection.png Inwards Perfection
No.pngCivic fanatic purifiers.png Fanatic Purifiers
Yes.png Federations
Origins doomsday.png Doomsday Planet barren.png A warning is given one year before the homeworld explodes
Planet barren.png No guaranteed habitable planets spawn near the home system
Mod planet immigration pull mult.png Pops can be resettled from the homeworld regardless of ethics
Menu icon edicts.png Enables the Evacuation Protocols edict
Mod pop happiness.png +30% Happiness for 5 years after the first colony if not Gestalt consciousness.png Gestalt Consciousness
Mod planet stability add.png +30% Stability for 5 years after the first colony if Gestalt consciousness.png Gestalt Consciousness
Planet barren.png Homeworld will become a Shattered World in 35 to 45 years
Devastation.png Start with 10 Devastation
Pm exploding planet.pngPm frame 2.png Start with the Doomsday homeworld modifier, which worsens every decade
Yes.png Federations
Origins one the shoulders of giant.png On the Shoulders of Giants Archaeology map icon.png A random home system planet has the Ex Gravitas archaeological site
Feature.png Can get the On the Shoulders of Giants mid-game event chain
No.png Cannot discover precursor anomalies or sites before completing their story
Yes.png 3 times more likely to discover precursor anomalies or sites after completing their story
None No.pngGestalt consciousness.png Gestalt Consciousness Yes.png Federations
Origins scion 1.png Scion Scion Start as a Scion of a Fanatic Materialist.png Fanatic Materialist or Fanatic Spiritualist.png Fanatic Spiritualist Fallen Empire
Diplomacy opinion.png +100 Opinion to and from the Overlord
Mod ship speed mult.png Start with a Wormhole leading to the Overlord's capital system
Unknown.png Gain a more powerful gift every few decades
Yes.png Creates a 1-system Fallen Empire if the game was started with none
Gain a temporary Fallen Empire fleet every 20 years if losing a war against a Superior empire
None No.pngFanatic Xenophobe.png Fanatic Xenophobe
No.pngGestalt consciousness.png Gestalt Consciousness
No.pngCivic pompous purists.png Pompous Purists
Yes.png Federations
Origins shattered ring.png Shattered Ring Trait pc ring preference.png Species has Ring World Preference
Planet ringworld.png Can repair two other sections of the home system
Planet ringworld.png Start with an irreparable section with a deposit of Engineering research 5 Engineering Research
Planet barren.png Start with a Shattered World with a deposit of Minerals.png 10 Minerals
Energy.png Capital star has a deposit of Energy.png 10 Energy
Planet ringworld.png Shattered Ring World segments in home system will replace guaranteed habitable worlds
No.png Cannot change the starting system

Planet ringworld.png Homeworld is a Shattered Ring World
D mining tunnels.png Start with 3 Decrepit Tunnels blockers
D metal boneyard.png Start with 4 Ancient Rubble blockers

No.pngCivic agrarian idyll.png Agrarian Idyll
No.pngCivic anglers.pngCivic corporate anglers.png Anglers
Yes.png Federations
Origin void dwellers.png Void Dwellers

Trait pc ring preference.png Species has Habitat Preference
Trait void dweller positive.png Species has the Void Dweller trait
Tech habitat.png Start with the Orbital Habitats technology researched
Tech habitat 2.png Habitat Expansion starts as a permanent research option
Start with the following technologies researched:

  • Tech hydroponics.png Hydroponics Farming
  • Tech eco simulation.png Eco Simulation

Trait lithoid.png Lithoids instead start with:

  • Tech powered exoskeletons.png Powered Exoskeletons
  • Tech space mining 1.png Zero-G Refineries


Building Hydroponic Farms have Job farmer.png +1 Farmer job
No.png Cannot change the starting system except for a special version of Sol
Unknown.png 1% chance to spawn the Crystalline Empire enclave during mid-game (player only)[3]

District hab science.png Start on a size 6 habitat built over a Research deposit
District mining.png Start on a size 4 habitat built over a Mining deposit
District hab energy.png Start on a size 4 habitat built over an Energy deposit
D station reactor.png Start with an Arcane Replicator planetary feature on the capital habitat

No.pngGestalt consciousness.png Gestalt Consciousness
No.pngCivic agrarian idyll.png Agrarian Idyll
No.pngCivic anglers.pngCivic corporate anglers.png Anglers
No.pngCivic idyllic bloom.png Idyllic Bloom
No.png Federations
Origins necrophage.png Necrophage Trait necrophage.png Species has the Necrophage trait
Pop cat ruler.png Only Necrophage Pops can be Leaders or take Ruler jobs
Building Can construct Chamber of Elevation buildings
Job purge.png Can use the Necrophage purge type
Pop.png Adds a second custom prepatent species
Tech centralized command.png Centralized Command technology starts as a permanent research option
Tech glandular acclimation.png With Glandular Acclimation, necrophaged Pops' habitability preference changes to their current planet's type
Job hunter.png Guaranteed Habitable Worlds contain primitive civilizations advanced up to Iron Age
Pop.png Start with 12 Pops of the prepatent species
Building Start with a Chamber of Elevation building if not Genocidal
No.pngAuth machine intelligence.png Machine Intelligence
No.pngXenophile.pngFanatic Xenophile.png Xenophile
No.pngFanatic Egalitarian.png Fanatic Egalitarian
No.pngCivic death cult.pngCivic death cult corporate.png Death Cult
No.pngCivic empath.png Empath
No.pngCivic permanent employment.png Permanent Employment
No.png Necroids.png
Origin here be dragons.png Here Be Dragons Diplomacy alliance.png Start with an allied Sky Dragon leviathan
Living Metal.png A system 2 hyperlanes away will contain a Living Metal deposit
None No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal Yes.png Aquatics.png
Origins ocean paradise.png Ocean Paradise

Trait aquatic.png Species has the Aquatic trait
System hazards icon.png Start inside a nebula
Planet frozen.png Start with 4 Frozen worlds and 10 Ice Asteroids
Planet frozen.png Guaranteed habitable worlds are Frozen worlds
No.png Cannot change the starting system

Planet ocean.png Homeworld is a size 30 Ocean World
Pm ocean paradise.pngPm frame 1.png Start with the Ocean Paradise homeworld modifier
D crystal reef.png Start with a Crystal Reef planetary feature
D submerged ore veins.png Start with 3 Submerged Ore Veins planetary features
D underwater vent.png Start with 3 Underwater Vents planetary features
D teeming reef.png Start with 8 Teeming Reef planetary features

No.pngAuth machine intelligence.png Machine Intelligence No.png Aquatics.png
Origins slingshot to the stars.png Slingshot to the Stars Influence.png −75% Starbase Influence Distance Cost
Unknown.png There will be one less guaranteed habitable world
A system neighboring the homeworld contains:
  1. A special Ruined Quantum Catapult megastructure
  2. The Quantum Catapult archaeological site
  3. First time the system is owned, gain Influence.png 150 influence

Yes.png Able to repair the special Ruined Quantum Catapult without Tech mega engineering.png Mega-engineering technology
Quantum Catapult If the special Quantum Catapult is repaired, it unlocks the Quantum Catapult technology

None No.png Overlord
Origins imperial fiefdom.png Imperial Fiefdom Diplomacy hasvassal.png Start as a subject of an advanced empire
Diplomacy isvassal.png Each galaxy size step spawns a vassal bordering the overlord (1 - 4)[4]
Planet gaia.png Overlord's capital world is a size 30 Gaia World
Fleet order button build megastructure.png Overlord's capital system contains an active Gateway
Origins imperial fiefdom.png If multiple empires have the origin, they have the same overlord
Building Overlord will construct an Overlord Garrison holding on all subject capitals
Diplomacy opinion.png +120 Decaying Opinion with the overlord

Time After 40-65 years:

  • The advanced empire will break into 3 empires at war with each other
  • All AI vassals become independent
  • Become independent or gain Influence.png 100 influence
  • Can become the overlord of previous vassals with Inferior relative power

Diplomacy hasvassal.png On day 2 choose to become a specialized subject:

  • Bulwark Bulwark grants 5 destroyers and the Destroyers Destroyers technology
  • Prospectorium Prospectorium grants 2 construction ships
  • Scholarium Scholarium grants a science ship and a level 3 scientist
None No.pngCivic inwards perfection.png Inwards Perfection
No.pngCivic machine assimilator.png Driven Assimilator
No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
No.png Overlord
Origins subterranean.png Subterranean Trait cave dweller.png Species has the Cave Dweller trait
Mod district mining max.png Mining Districts are uncapped
Mod planet housing add.png +2 Housing per Mining District
Mod planet max buildings add.png +1 Building Slot per 3 Mining Districts
Orbital Bombardment Damage −75% Orbital Bombardment Damage
Mod planet building cost mult.png +10% Building and District Cost and Upkeep
Mod planet building build speed mult.png −10% Planetary Build Speed
Feature Uses a unique city appearance outside habitable megastructures
None No.pngAuth machine intelligence.png Machine Intelligence No.png Overlord
Origins teachers of the shroud.png Teachers of the Shroud Trait psionic species.png Species has the Latent psionic trait
Enclaves flag shroudwalkers.png Start in contact with the Shroud-Touched Coven enclave
Sb shroud beacon.png Can construct a Shroud Beacon starbase building
Rare crystals.png Start with 25 Rare Crystals
Building Can construct Psi Corps buildings
Tech psionic theory.png Psionic Theory technology starts as a permanent research option
Planet shroud.png Nearby planets may be Shrouded Worlds
Utopia.png Cannot pick ascension path perks
None Spiritualist.pngFanatic Spiritualist.png Spiritualist
No.pngCivic fanatic purifiers.png Fanatic Purifiers
Yes.png Overlord
Origins toxic knights.png Knights of the Toxic God Menu icon policies.png Enables the Knightly Duties policy
Building Can construct Order's Commandery holdings
Feature Start with the Quest for the Toxic God situation
No.png Cannot change the starting system except for a special version of Sol
Time Can disable some of the origin effects for a reward if the situation isn't completed within 100 years.
D tainted snowcaps blocker.png Start with an A Blight Upon the Land planetary feature
D poisonous algae blocker.png Start with an Envenomed Seas planetary feature
D unpleasant atmosphere blocker.png Start with a Pestilential Wasteland planetary feature
D rotten soil blocker.png Start with a Pools Most Venomous planetary feature
D venomous insects blocker.png Start with a Swarms of the Deity planetary feature
Planet habitat.png Start with a colonized size 6 habitat orbiting the homeworld
Building Habitat starts with the Order's Keep building
No.pngGestalt consciousness.png Gestalt Consciousness
No.pngCivic fanatic purifiers.png Fanatic Purifiers
Yes.png Toxoids.png
Origins overtuned.png Overtuned Trait excessive endurance.png Allows the selection of Overtuned traits
Menu icon edicts.png Enables the Damn the Consequences edict
Tech gene tailoring.png Start with the Gene Tailoring technology researched
No.pngAuth machine intelligence.png Machine Intelligence No.png Toxoids.png
Origins progenitor hive.png Progenitor Hive Mod leader species exp gain.png Leaders gain experience each month
Building Can construct Offspring Nest holdings
Building Can construct Offspring Nest buildings
No.png Cannot construct Spawning Pools buildings
Mod pop resource output.png −50% Menial Drone Output on worlds without an Offspring Drone
Diplomacy hasvassal.png Can release sectors as subjects unless Civic devouring swarm.png Devouring Swarm
Sb offspring aura.png Can construct Offspring Outlook starbase buildings
Ship class Can design and build Offspring ships
Corvette size icon.png Starting fleet has an Offspring Corvette
Unknown.png Fleets without an Offspring Ship have the following penalties:
  • Mod ship tracking add.png −50% Ship accuracy
  • Mod ship evasion mult.png −50% Ship evasion
  • Mod ship fire rate mult.png −50% Ship fire rate
  • Mod ship speed mult.png −50% Sublight speed
Building Start with an offspring Nest building
D progenitor.png Start with a Progenitor Nest planetary features
Unknown.png If the homeworld is invaded or destroyed, gain the following empire-wide penalties:
  • Mod pop resource output.png −10% Menial Drone Output
  • Mod ship speed mult.png −30% Sublight Speed
  • Mod planet stability add.png −10 Stability
  • Decision progenitor empty.png Enables the Grow a New Progenitor decision, which removes these penalties
Auth hive mind.png Hive Mind Yes.png Utopia.png
Overlord

Unplayable origins[edit | edit source]

The following origins have no effects and are not available to player empires.

Origin Source Description
Origins elder race.png Elder Race Fallen Empires This civilization greatly predates the current generation of galactic powers. Eons of stagnation gradually reduced their empire to a mere shadow of what it once was.
Origins enlightened.png Enlightened Enlightened pre-FTL civilizations The natural development of this civilization was greatly accelerated by the interference of another party, who helped them become a spacefaring culture.
Origins separatists.png Separatists Rebel empires This civilization came into being when it rebelled and seceded from another empire.
Origins hegemon.png Hegemon Subordinate Empires generated by the Hegemon Hegemon origin This civilization established early contact with their immediate alien neighbors. Gradually, over the span of a century, they were subordinated to one of those neighbors, who masterminded the birth of an interstellar union with them as its leader.
Origins imperial fiefdom.png Imperial Liege Overlord empire generated by the Origins imperial fiefdom.png Imperial Fiefdom origin An ambitious overlord who has spent considerable time and efforts in subduing their closest neighbors to serve their every need. They are slowly growing more indolent as they devolve more and more responsibility to their vassals.
Origins khan successor.png Khanate Successor Horde successors This civilization arose out of the ashes of the Great Khan's mighty empire.
Origins separatists.png Daemonic Incursion Daemonic Incursion unique empire Led by a corrupted champion, this empire emerged from a dimensional portal and has vowed to lay waste to this reality.

Capital[edit | edit source]

Authority Effects
Auth democratic.pngAuth oligarchic.pngAuth dictatorial.pngImperialAuth corporate.png
Non-Gestalt
  • Mod planet stability add.png +5 Stability
  • Mod planet amenities add.png +10 Amenities
  • Mod pop government ethic attraction.png +100% Governing Ethics Attraction
Auth hive mind.png Hive Mind
  • Mod planet stability add.png +5 Stability
  • Job maintenance drone.png Amenities +10
  • Mod planet crime add.png Deviancy −20
Auth machine intelligence.png Machine Intelligence
  • Mod planet stability add.png +5 Stability
  • Job maintenance drone.png Amenities +10
  • Mod planet crime add.png Deviancy −20
  • Mod pop resource output.png Drone Resource Output +5%

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.png influence if the empire is at peace. An empire's capital planet and system are marked by gold star corners on the system and galaxy maps. The capital has its own world designation with the special effects.

Empire size[edit | edit source]

Authority Size Effect
Auth hive mind.png Hive Mind −25%
Auth dictatorial.png Dictatorial −10%
Auth corporate.png Corporate +25%

Empire sprawl.png Empire size represents the increasing difficulties of managing a large empire. Each point of Empire sprawl.png 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:

  • Unity.png +10 unity cost to reform the empire's government
  • Unity.png +10 plus +6 per planetary ascension tier unity cost to increase planetary ascension tier
  • Mod country edict cost.png +1% edict cost
  • Spy network.png +0.25 infiltration daily for other empires building a spy network
  • Mod navy size add.png +2 naval capacity use required to maintain power projection

Empire sprawl.png Empire size is increased by each of the following owned by the empire:

Source Size
Colony 10
Branch offices 2
System 1
Pop 1
District 0.5

Each of these categories is affected by its own set of modifiers:

Source Empire sprawl.png Empire Size
Courier Network Courier Network tradition −25% from systems and colonies
Civic private prospectors.png Private Prospectors civic −33% from systems
Civic divided attention.png Divided Attention civic −50% from colonies
Imperial Prerogative Imperial Prerogative ascension perk −50% from colonies
Auth machine intelligence.png Machine Intelligence authority +50% from colonies
Resolution intergalactic directives.png Intergalactic Directives Regulated Growth +5% from systems
Resolution intergalactic directives.png Intergalactic Directives Ensured Sovereignty +15% from systems
+5% from colonies
Resolution intergalactic directives.png Intergalactic Directives A Voice for All +25% from systems
+15% from colonies
Auth machine intelligence.png Tradition domination imperious architecture.png Modular Depots tradition −25% from districts
Tech construction templates.png Construction Templates technology −10% from districts
Civic franchising.png Franchising civic −25% from branch offices
Resolution imperial institutions.png Imperial Charter modifier −25% from branch offices
Per Planetary Ascension tier −5% from the colony, districts
and per pop on the colony
Source Empire sprawl.png Empire Size
Trait docile.png Docile species trait −10% per pop
Streamlined protocols.png Streamlined Protocols species trait −10% per pop
Trait unruly.png Unruly species trait +10% per pop
High bandwidth.png High Bandwidth species trait +10% per pop
Pm slave riots.pngPm frame 3.png Stellar Culture Shock planet modifier −50% per pop
Leader skill levels.png Per governor skill level −2% per pop
Fanatic Pacifist.png Fanatic Pacifist ethic −30% from pops
Civic subsumed will.png Subsumed Will civic −20% from pops
Civic machine ota updates.png OTA Updates civic −20% from pops
Pacifist.png Pacifist ethic −15% from pops
Auth machine intelligence.png Machine Intelligence authority −15% from pops
Civic beacon of liberty.png Beacon of Liberty civic −15% from pops
Tech psionic theory.png Psionic Theory technology −10% from pops
Domination Domination tradition tree finish −10% from pops
Harmony Harmony tradition tree finish −10% from pops
Tradition icon synchronicity.png Synchronicity tradition tree finish −10% from pops
Resolution greater good.png The Greater Good resolution 4 or 5 −10% from pops
Gestalt consciousness.png Resolution custodian reforms.png Galactic Mobilization +2% from pops

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 Trait docile.png Docile trait in a sector governed by a level 1 governor in a Fanatic Pacifist.png Fanatic Pacifist empire with Civic beacon of liberty.png 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.png 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 Energy.pngMinerals.pngFood.png basic resources
  • +2 per Consumer goods.png Consumer Goods
  • +4 per Alloys.png Alloys
  • +10 per Exotic gases.pngRare crystals.pngVolatile motes.png common strategic resources
  • +20 per Dark Matter.pngLiving Metal.pngZro.png 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 Research.pngTech Cost of all researched technologies, including repeatable technologies

The formula to calculate the overall power of an empire is:

Victory score[edit | edit source]

Victory score tallies an empire's total accomplishment. The empire that has the highest score when the Victory Year arrives is declared winner. The Victory Year is configurable and can be disabled altogether. An empire will always declare victory, if it's the only one that can do so. All players may continue the game session normally even after an empire declares victory and the victory is, in practical terms, of little concern.

The Victory Window shows a total score for each empire and its ranking, as well as a breakdown by category. The categories are as follows:

Economic Strength: +1 per 1 Economic Power based on Relative Power OR +5000 if the Empire has no economy.

Technology Level: 60 +0.25 per 1 Technology Level over 60 based on Relative Power

Number of Systems: +10 per system

Number of Colonies: +50 per colony

Number of Pops: +2 per pop, regardless of type

Subject Empires: +50% of a subject empire's score is given to the overlord

Federation: +10% of each other federation member's score is shared by all federation members

Crisis Ships Killed: +10 per crisis ship destroyed

Relics Collected: Each Relic grants a large amount of score. The score of each Relic is shown on the Relics page.

Empire modifiers[edit | edit source]

Empire Modifiers are gained through a variety of actions such as event choices or diplomacy with enclaves. They affect the entire empire and as such bring large benefits or penalties.

Permanent modifiers[edit | edit source]

Permanent Empire Modifiers are always positive and last the entire game. They can only be gained through events.

Modifier Effects Source Description DLC
Market Nexus Navbar icons market.png −10% Market Fee
  • Galactic Market Station
  • Can be captured
Hosts the Galactic Market Station
Universal Translator Research speed (society) +10% Monthly Society Research

Diplomatic weight.png +15% Envoy Improve Relations

  • Random Event during any First Contact with Other Empires
  • Grant Extra Funding Choice (−1000 Energy.png Energy)
Although the so-called "Universal Translator" falls short of the initial promises of our researchers to instantly facilitate communication with any and all intelligent species, it is nevertheless a highly useful communication tool that now forms part of the standard equipment of our envoys and social scientists.
Flagellating Movement Mod ship evasion mult.png +5% Evasion
  • Space Amoebas First contact choice.
We have updated our Evasive fleet stance protocols based on observations of the Space Amoebas' flagella.
Amoeba Hunter Damage +33% Damage to Space Amoebas
Energy.png 1000 Energy per destroyed Space Amoebas fleet
  • Fanatic Militarist.pngMilitarist.png Militarist, Fanatic Xenophobe.pngXenophobe.png Xenophobe or Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
  • Space Amoebas First contact choice.
Amoeba carcasses are rounded up after battle and their internal organs harvested for valuable organic compounds, bringing in Energy.png 1000 for every fleet destroyed.
Amoeboid Pacification Planet border extrusion.png Space Amoebas will not attack owned ships
  • Fanatic Pacifist.pngPacifist.png Pacifist or Fanatic Xenophile.pngXenophile.png Xenophile
  • Space Amoebas First contact choice.
Fleets regulate radiation venting when approaching Space Amoebas, and the spaceborne creatures no longer recognize us as a threat.
Crystal Focus Mod resource energy mult.png +5% Energy Credits from Jobs
  • Crystalline Entities First contact choice.
Improved transmission mediums modeled after the Crystalline Entities' unique internal structures minimize resistive losses in energy production and distribution.
Crystal Hunter Damage +33% Damage to Crystalline Entities
Minerals.png 500 Minerals per destroyed Crystalline Entities fleet
  • Fanatic Militarist.pngMilitarist.png Militarist, Fanatic Xenophobe.pngXenophobe.png Xenophobe or Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
  • Crystalline Entities First contact choice.
The shattered remains of Crystalline Entities are automatically salvaged after battle, bringing in Minerals.png 500 for every fleet destroyed.
Crystalline Pacification Planet border extrusion.png Crystalline Entities will not attack owned ships
  • Fanatic Pacifist.pngPacifist.png Pacifist or Fanatic Xenophile.pngXenophile.png Xenophile
  • Crystalline Entities First contact choice.
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 Mod resource minerals mult.png +10% Mining Station Minerals Output
  • Ancient Mining Drones special project choice
Using techniques derived from the Mining Drones allows us to efficiently exploit mineral veins previously not deemed worth the trouble.
Drone Destroyer Damage +33% Damage to Ancient Mining Drones
  • Ancient Mining Drones first contact choice.
The Mining Drones are obviously mass-produced. A weakness found in one is a weakness found in all.
Void Loops Pop resource physics research mult.png +10% Physics Research from Jobs
  • Void Clouds first contact choice.
The anomalous nature of the Void Clouds open up new possibilities in physics research.
Cloud Destroyer Damage +33% Damage to Void Clouds
  • Void Clouds first contact choice.
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 Damage +10% Damage to Tiyanki
Damage +10% Damage to Tiyanki Matriarch
Our in-depth knowledge of Tiyanki anatomy allows us to strike them with surgical precision, maximizing damage.
Sentinel Data Damage +20% Damage to Prethoryn Creatures
  • The Prethoryn Scourge covers 50% of the galaxy
  • Sentinels weren't defeated
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 Encryption +1 Encryption
  • Asteroid Collision Anomaly event choice
Using ancient encryption discovered inside an abandoned relay station, this empire protects their secrets.
Asteroid Relay Stations Mod planet sensor range mult.png +2 Planet Sensor Range
Mod planet sensor range mult.png +2 Planet Hyperlane Detection Range
  • Asteroid Collision Anomaly event choice
This empire has started placing sensors inside asteroids of surrounding systems, granting them increased sensor range.
Minerals Mapping Mod resource minerals mult.png +10% Minerals from Jobs
  • Possible Inhabitants Anomaly event choice
A system enabling us to quickly chart underground terrain and accurately map mineral veins.
Transcended Consciousness Unity.png +5% Monthly Unity
  • Gestalt consciousness.png Gestalt Consciousness
  • Gravity Well situation outcome
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 Unity.png +5% Monthly Unity
Mod country all tech research speed.png +5% Research Speed
  • Geomagnetic Storm situation outcome
Our empire perfected the process of shielding mechanical components from the damage caused by cosmic rays.
Hive Harrier Damage +25% Damage to the Asteroid Hives
  • Asteroid Hives alive and awakened
  • Purchasing advice from the Curators (−2000 Energy.png Energy)
Updated targeting data will allow our fleets to bombard Asteroid Hives where their surface armor is the most vulnerable. Leviathans.png
Draconic Beats Damage +25% Damage to the Ether Drake
  • Ether Drake alive
  • Purchasing advice from the Curators (−1000 Energy.png Energy)
Military fleets have been instructed to fire at the Ether Drake in a specific rhythm when engaging the dragon. Leviathans.png
Dreadnought Dazzler Damage +25% Damage to the Automated Dreadnought Fleet commanders engaging the Automated Dreadnought have been instructed to target any subsystems that will impair its automation processes. Leviathans.png
Portal Pacifier Damage +25% Damage to the Dimensional Horror The portal spawned by the Dimensional Horror can be destabilized if we launch pinpoint attacks against certain weak areas. Leviathans.png
Stellar Drain Damage +25% Damage to the Stellar Devourer The Curators have instructed us to fire at the Stellar Devourer's regulatory valves in order to disperse its inner heat. Leviathans.png
The Infinite Calibrator Damage +25% Damage to the Infinity Machine 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. Leviathans.png
Technology of the Divine Mod pop happiness.png +5% Happiness Our people are praising the gigantic spherical calculator as a sign of the Divines' true power in the world. Leviathans.png
The Singularity Processor Mod country all tech research speed.png +5% Research Speed
  • Helping or successfully hacking the Infinity Machine
  • Already have the Tech sentient ai.png Positronic AI and Tech zero point power.png Zero Point Power technologies
A processing unit capable of expanding upon itself. This will further enhance our research capabilities. Leviathans.png
The Mirror of Knowledge Mod country all tech research speed.png +10% Research Speed We have gazed into the mirror universe of the Pantagruel black hole, enhancing our research capabilities. Leviathans.png
Spectral Residue Studies Research speed (Physics) +5% Physics Research Speed
Damage +5% Energy Weapons Damage
Energy.png +10% Energy from Jobs
Obtained by defeating the Spectral Wraith. Any of the three colors works. Leviathans.png
Ageless Mod leader age.png +15 years Leader lifespan
  • Essence of Ageless Science Nexus event
Aging less with Ageless... Utopia.png
Inoculated Population Mod pop growth speed.png +5% Pop Growth Speed
Mod leader age.png +10 years Leader lifespan
The inoculations given to us by the Ancient Caretakers have proven of immense benefit, reducing illness and increasing the life expectancy of our population. Synthetic Dawn.png
Improved Code Standards Robot resource output.png +5% Robot output 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. Synthetic Dawn.png
Matricidal Instinct Damage +25% Damage to the Tiyanki Matriarch 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. Distant Stars.png
Protective Coating Damage +25% Damage to the Voidspawn
  • Voidspawn alive
  • Purchasing advice from the Curators (−1000 Energy.png Energy)
Heeding the Curators' advice, we have covered our ships in a coating that will protect them from the Voidspawn's corrosive spittle and spikes. Distant Stars.png
Scavenger Slayer Damage +25% Damage to the Scavenger Bot
  • Scavenger Bot alive
  • Purchasing advice from the Curators (−1000 Energy.png Energy)
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. Distant Stars.png
Asteroid Thrusters Mod ship speed mult.png +5% Sublight Speed
  • Origins lithoid.png Calamitous Birth origin
  • Asteroid in Orbit Anomaly event choice
Using ancient thrusters built for asteroids, this empire now moves faster. Lithoids.png
Secrets of the Baol Mod country terraforming cost.png −15% Terraforming cost
  • Finishing the Delve into the Secrets of the Baol Special Project
We have put the ancient knowledge of the Baol to our own use. Ancient Relics.png
Secrets of the Cybrex Mod megastructure build speed.png +10% Megastructure research speed
  • Finishing the Delve into the Secrets of the Cybrex Special Project
We have put the ancient knowledge of the Cybrex to our own use. Ancient Relics.png
Secrets of the First League Research speed (Engineering) +15% Industry research speed
Mod planet building build speed mult.png +10% Planet build speed
  • Finishing the Delve into the Secrets of the First League Special Project
We have put the ancient knowledge of the First League to our own use. Ancient Relics.png
Secrets of the Irassians Research speed (society) +20% Biology research speed
Mod pop growth speed.png +5% Pop growth speed
  • Finishing the Delve into the Secrets of the Irassians Special Project
We have put the ancient knowledge of the Irassians to our own use. Ancient Relics.png
Secrets of the Vultaum Research speed (Physics) +15% Computing research speed
Amenities.png +10% Amenities
  • Finishing the Delve into the Secrets of the Vultaum Special Project
We have put the ancient knowledge of the Vultaum to our own use. Ancient Relics.png
Secrets of the Zroni Research speed (society) +10% Psionics research speed
  • Finishing the Delve into the Secrets of the Zroni Special Project
We have put the ancient knowledge of the Zroni to our own use. Ancient Relics.png
The Chosen of Zarqlan Spiritualist.png +10% Spiritualist Ethics Attraction
  • R severed head.png Head of Zarqlan Relic
As the chosen people of Zarqlan we can safely colonize Holy Worlds. Ancient Relics.png
A Life Worthwhile Mod pop happiness.png +5% Happiness Ever since the archaeological uncovering of an alien memorial stone, the empire's population have started to appreciate life a bit more. Ancient Relics.png
Oracle Unity.png +10% Monthly Unity The Oracle operates the empire like a well-oiled machine...when you oil her. Ancient Relics.png
Cheap Thrills Pop consumer goods upkeep −10% Pop Consumer Goods Upkeep
Mod pop happiness.png +5% Happiness
  • The Sentinels Archaeology map icon.png archaeology site
    "Replicate the Evermore" special project outcome choice
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. Ancient Relics.png
Anthem of Aurora Energy.png +5% Monthly energy credits 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. Ancient Relics.png
Modern Trench War Mod army health.png +20% Defense Army Health 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! Ancient Relics.png
Killer Microorganism Mod army damage mult.png +50% Army Damage
Mod army collateral damage mult.png +100% Army collateral damage
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... Ancient Relics.png
Shallarian Terraforming Knowledge Mod country terraforming cost.png −10% Terraforming cost
Mod country terraform speed mult.png +20% Terraforming Speed
The ancient Shallarian nation is long-extinct, but their unparalleled knowledge of terraforming lives on in us." Ancient Relics.png
Rudari Death Laser Mod ship weapon damage.png +5% Energy weapons damage
Mod ship weapon range mult.png +5% Ship weapons range
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. Ancient Relics.png
Forced Mindfulness Unity.png +5% Monthly unity
  • Any Other Rock Archaeology map icon.png archaeology site outcome
  • 66% chance
  • Not Gestalt consciousness.png Gestalt Consciousness
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. Ancient Relics.png
Glory to the Many Unity.png +5% Monthly unity 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. Ancient Relics.png
Debug Subroutine Unity.png +5% Monthly unity
  • Any Other Rock Archaeology map icon.png archaeology site outcome
  • 66% chance
  • Auth machine intelligence.png Machine Intelligence
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. Ancient Relics.png
Spurred by the Past Unity.png +5% Monthly unity
Mod pop happiness.png +5% Happiness
Mod country all tech research speed.png +5% Research Speed
Mod pop government ethic attraction.png +10% Governing Ethics Attraction
  • Origins one the shoulders of giant.png On the Shoulders of Giants Archaeology map icon.png Archaeological Site chain
The revelation of our true past sparks motivation and a sense of purpose in our entire species. Federations
Full Circle Unity.png +10% Monthly unity
Mod pop happiness.png +5% Happiness
Mod country all tech research speed.png +5% Research Speed
Mod pop government ethic attraction.png +20% Governing Ethics Attraction
Influence.png +0.5 Monthly influence
  • Origins one the shoulders of giant.png On the Shoulders of Giants origin conclusion
  • 80% chance
Our empire may forever enjoy the sense of purpose and closure we acquired by helping the Benefactors of our past. Federations
Goes Around, Comes Around Unity.png +10% Monthly unity
Mod pop happiness.png +5% Happiness
Mod country all tech research speed.png +5% Research Speed
Mod pop government ethic attraction.png +20% Governing Ethics Attraction
Influence.png +0.5 Monthly influence
  • Origins one the shoulders of giant.png On the Shoulders of Giants origin conclusion
  • 20% chance
Our empire is enjoying the positive effects from helping and forgiving an enemy of the past. Federations
Zombie Contract Manipulation Authoritarian.png +50% Authoritarian Ethics Attraction
  • Civic permanent employment.png Permanent Employment civic
  • 80-120 years have passed
  • Not Fanatic Authoritarian.pngAuthoritarian.png Authoritarian
This empire fiddled with their zombie workers' contracts so that it's actually impossible to get out of debt. Necroids.png
Imperial Charter Empire sprawl.png −25% Empire Size from Branch Offices
Trade value.png +10% Branch Office Value
  • Resolution imperial institutions.png Imperial Charter resolution
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. Nemesis.png
Syamelle's Blessing Mod pop growth speed.png +15% Pop Growth Speed
  • Origins toxic knights.png Quest for the Toxic God situation
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... Toxoids.png
Luminous Blades Alloys.png +1.5% Empire Alloys per Knight job
  • Origins toxic knights.png Quest for the Toxic God situation
Every Knight job increases empire Alloy production by 1.5%. Toxoids.png
Trophies of the Doomslayer Knight +10% Knight job output
Lord Commander +10% Lord Commander job output
  • The Doorway event chain
  • Origins toxic knights.png Knights of the Toxic God origin
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. Toxoids.png

Renewable modifiers[edit | edit source]

Renewable Empire Modifiers last as long as an empire can afford their upkeep costs.

Modifier Effects Source DLC
Resolution Passed Mod diplo weight mult.png +5% Diplomatic weight Proposed resolution passed
Resolution Failed Mod diplo weight mult.png −5% Diplomatic weight Proposed resolution did not pass
Ethic Promoted Mod pop ethic shift.png +100% Chosen ethic attraction Promoting a faction
Ethic Suppressed Mod pop ethic shift.png −75% Chosen ethic attraction Suppressing a faction
Additional Sacrifice: Bounty
  • Mod resource energy mult.png +6%/+12%/+18%/+24%/+30% Monthly energy credits
  • Mod resource minerals mult.png +6%/+12%/+18%/+24%/+30% Monthly minerals
Bounty sacrifice edict Necroids.png Necroids
Additional Sacrifice: Harmony Mod pop happiness.png +10%/+20%/+30%/+40%/+50% Happiness Harmony sacrifice edict Necroids.png Necroids
Additional Sacrifice: Togetherness Unity.png +6%/+12%/+18%/+24%/+30% Monthly unity Togetherness sacrifice edict Necroids.png Necroids
Muutagan Deal
  • Rare crystals.png +1/+2/+3/+4/+5 Monthly rare crystals
  • Energy.png −10/−20/−30/−40/−50 Monthly energy
Muutagan Merchant Guild Trader Enclave service Leviathans.png Leviathans
Riggan Deal
  • Volatile motes.png +1/+2/+3/+4/+5 Monthly volatile motes
  • Energy.png −10/−20/−30/−40/−50 Monthly energy
Riggan Commerce Exchange Trader Enclave service Leviathans.png Leviathans
Xuran Deal
  • Exotic gases.png +1/+2/+3/+4/+5 Monthly exotic gasses
  • Energy.png −10/−20/−30/−40/−50 Monthly energy
XuraCorp Trader Enclave service Leviathans.png Leviathans
Patron of the Arts Unity.png +10% Monthly unity Artist Enclave service Leviathans.png Leviathans
Curator Insight Mod country all tech research speed.png +10% Research speed Curator Enclave service Leviathans.png Leviathans
OR
Distant Stars.png Distant Stars

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
Flag human 9.png United Nations of Earth Human.png Human
  • Adaptive.png Adaptive
  • Nomadic.png Nomadic
  • Wasteful.png Wasteful
Planet continental.png Earth Auth democratic.png Democratic
  • Fanatic Egalitarian.png Fanatic Egalitarian
  • Xenophile.png Xenophile
  • Civic beacon of liberty.png Beacon of Liberty
  • Civic idealistic foundation.png Idealistic Foundation
Sol primitive civilization achieving FTL after spawning in Early Space Age
Flag blocky 21.png Awoken Synthetic dawn portrait fungoid.png Awoken Trait mechanical.png Mechanical Unknown.png Random Unknown.png Random
  • Fanatic Materialist.png Fanatic Materialist
  • Xenophile.png Xenophile
  • Unknown.png Random
  • Unknown.png Random
Limbo event chain outcome
Flag plantoid 04.png Larionessi Consciousness Fungoid 17.png Larionessi
  • Intelligent.png Intelligent
  • Rapid Breeders.png Rapid Breeders
  • Sedentary.png Sedentary
  • Weak.png Weak
Planet tropical.png Larion Auth hive mind.png Hive Mind Gestalt consciousness.png Gestalt Consciousness
  • Civic empath.png Empath
  • Civic hive memorialist.png Memorialist
The Signal archaeology site
Unknown.png Nivlac Circle Fungoid massive 15.png Nivlac
  • Quick Learners.png Quick Learners
  • Resilient.png Nivlac
Unknown.png Random Unknown.png Random
  • Unknown.png Random
  • Unknown.png Random
  • Unknown.png Random
  • Unknown.png Random
Impossible Organism event chain outcome
Flag zoological 10.png Subterranean Empire Unknown.png Random
  • Cave Dweller Cave Dweller
  • Unknown.png Random
Unknown.png Random Unknown.png Random
  • Fanatic Militarist.png Fanatic Militarist
  • Authoritarian.png Authoritarian
  • Unknown.png Random
  • Unknown.png Random
Subterranean Civilization event chain outcome
Flag spherical 8.png Namaria Avian slender 01.png Namarian
  • Natural Engineers.png Natural Engineers
  • Nomadic.png Nomadic
  • Venerable.png Venerable
Planet desert.png Random Auth democratic.png Democratic
  • Egalitarian.png Egalitarian
  • Spiritualist.png Spiritualist
  • Xenophile.png Xenophile
  • Unknown.png Random
  • Unknown.png Random
  • No.pngMegaCorp.png MegaCorp DLC not enabled
  • Nomad fleet offer
Flag zoological 12.png Ketling Star Pack Mammalian ratling.png Ketling
  • Trait psionic species.png Psionic
  • Thrifty.png Thrifty
  • Deviants.png Deviants
  • Fleeting.png Fleeting
  • Repugnant.png Repugnant
  • Slow Breeders.png Slow Breeders
Planet nuked.png Ruinous Core Auth oligarchic.png Oligarchic
  • Egalitarian.png Egalitarian
  • Pacifist.png Pacifist
  • Xenophile.png Xenophile
  • Civic functional architecture.png Functional Architecture
  • Civic mining guilds.png Mining Guilds
  • Distant Stars.png Junk Ratlings systems were discovered
  • Distant Stars.png At least one Junk Ratlings world was not claimed or invaded for a few decades
Flag domination 1.png Prikkiki-Ti Reptilian 16.png Prikki
  • Industrious.png Industrious
  • Decadent.png Decadent
  • Solitary.png Solitary
Planet desert.png Gish Unknown.png Random
  • Fanatic Xenophobe.png Fanatic Xenophobe
  • Militarist.png Militarist
  • Civic fanatic purifiers.png Fanatic Purifiers
  • Civic cutthroat politics.png Cutthroat Politics
Distant Stars.png Time Loop anomaly event outcome
Flag toxoid 03.png Daemonic Incursion Humanoid hp 01.png Daemon with Humanoids
Unknown.png Daemon without Humanoids
  • Trait psionic species.png Psionic
  • Robust.png Robust
  • Very Strong.png Very Strong
  • Deviants.png Deviants
  • Repugnant.png Repugnant
  • Slow Breeders.png Slow Breeders
Unknown.png Random Auth dictatorial.png Dictatorial
  • Fanatic Xenophobe.png Fanatic Xenophobe
  • Militarist.png Militarist
  • Civic fanatic purifiers.png Fanatic Purifiers
  • Civic scavengers.png Scavengers
  • Civic psionic sovereign.png Divine Sovereign
Toxoids.png The Doorway event chain outcome

Imperial Fiefdom empires[edit | edit source]

The Origins imperial fiefdom.png 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.

Position Homeworld class Authority Ethics Civics Diplomatic stance First contact protocol Subjugation reward Min. galaxy size
Diplomacy hasvassal.png Overlord Planet gaia.png Gaia Imperial Imperial
  • Materialist.png Materialist
  • Militarist.png Militarist
  • Xenophile.png Xenophile
  • Civic feudal realm.png Feudal Society
  • Civic byzantine bureaucracy.png Byzantine Bureaucracy
Diplomatic stance cooperative.png Cooperative Contact friendly.png Proactive No.png None Tiny
Diplomacy isvassal.png Vassal Planet arid.png Arid Auth dictatorial.png Dictatorial
  • Fanatic Materialist.png Fanatic Materialist
  • Authoritarian.png Authoritarian
  • Civic technocracy.png Technocracy
  • Civic slaver guilds.png Slaver Guilds
Diplomatic stance isolationist.png Isolationist Contact hostile.png Aggressive Engineering research Engineering Research Tiny
Diplomacy isvassal.png Vassal Planet continental.png Continental Auth dictatorial.png Dictatorial
  • Fanatic Militarist.png Fanatic Militarist
  • Spiritualist.png Spiritualist
  • Civic warrior culture.png Warrior Culture
  • Civic distinguished admiralty.png Distinguished Admiralty
Diplomatic stance cooperative.png Cooperative Contact isolationist.png Cautious Influence.png Influence Small
Diplomacy isvassal.png Vassal Planet arctic.png Arctic Auth dictatorial.png Dictatorial
  • Fanatic Spiritualist.png Fanatic Spiritualist
  • Xenophobe.png Xenophobe
  • Civic exalted priesthood.png Exalted Priesthood
  • Civic philosopher king.png Philosopher King
Diplomatic stance isolationist.png Isolationist Contact isolationist.png Cautious Unity.png Unity Medium
Diplomacy isvassal.png Vassal Planet ocean.png Ocean
  • With MegaCorp.png MegaCorp DLC:
    • Auth corporate.png Corporate
  • Otherwise:
    • Auth oligarchic.png Oligarchic
  • Fanatic Materialist.png Fanatic Materialist
  • Xenophile.png Xenophile
  • With MegaCorp.png MegaCorp DLC:
    • Civic free traders.png Free Traders
    • Civic ruthless competition.png Ruthless Competition
  • Otherwise:
    • Civic corporate dominion.png Corporate Dominion
    • Civic meritocracy.png Meritocracy
Diplomatic stance mercantile.png Mercantile Contact friendly.png Proactive Energy.png Energy Large

References[edit | edit source]

  1. Unlike Civic pleasure seekers.png Pleasure Seekers, Civic corporate hedonism.png Corporate Hedonism does not swap the starting Commercial Zones building for a Holo-Theatres and Industrial district.
  2. The primary habitat of a Void Dweller empire starts with at least two of its three building slots filled. The Civic death cult corporate.png Corporate Death Cult civic will fill the third with a second temple, causing the Posthumous Employment Center to be replaced by a ruined Holo-Theatres. Any other effects that fill the third building slot before the Posthumous Reemployment Center is added will cause the same swap.
  3. Determined at game start, so reloading saves will not affect chance of spawn
  4. One AI vassal on tiny, up to four vassals at large or huge.
Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthics
Governance EmpireGovernmentCivicsPoliciesEdictsLeaderFactionsTechnologyTraditionsSituations
Economy EconomyPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs