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Ship designer

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 3.6.

This article is for the PC version of Stellaris only.

The Ship Designer (Hotkey F9) is where players may create, update and customize ship templates and defense stations. If a ship of a design is under construction or being upgraded, the design cannot be edited. Many naval strategies advise that their empires deploy several types of warships to fill different tactical roles and face different opponents, and it is convenient for these to have different class names.

Clicking the Auto-Generate box on the lower left of the menu orders computer designers to continually update ship designs based on the latest technology research. Note that they do not take account of the enemies that the fleet is facing or may face, so it might choose components that an opponent can counter instead of a less up-to-date component that has proven successful. For example, the computer might auto-generate a design with an advanced laser that is statistically superior although the current enemy has heavily invested in shield technology that will heavily impair laser weapons but is vulnerable to attacks with the existing missile weapons.

Direct involvement in ship design is optional. An alert icon will appear if a ship design is obsolete, and a toggle enables automatic upgrading of components for player convenience. Stellaris can be played without touching this menu very often, but it is always advisable to be aware of the strengths and weaknesses of current and potential enemies.

Cost

Every ship design has an associated cost to build. This is the sum of the costs of its sections and components. All of them cost Alloys.png Alloys and some advanced components also cost Menu icon strategic resource.png Strategic Resources. The build time is determined by the ship type.

The base monthly upkeep of a ship is determined as a percentage of its total build cost. Civilian vessels only cost Energy.png Energy Credits as upkeep, while Military ships also cost Alloys.png Alloys. Upkeep is split into 2 parts:

  • Hull Upkeep: determined by the ship type.
  • Component Upkeep: around 0.833% of its build cost in Energy.png Energy Credits and around 0.15% of its build cost in Alloys.png Alloys. Strategic Resource will also increase upkeep by a bit.

Upgrading

If a ship design is edited, a fleet containing ships of that design can be ordered to return to a shipyard to upgrade. Upgrading will take all ships of a given name to the most recent design with the same name (e.g. a Victory-class will upgrade to the design for the Victory-class). Switching designs is done in the fleet manager via the Retrofit button - in this case, "upgrading" the fleet will switch all ships of the appropriate hull type to the newly selected ship design. This is useful for maintaining two designs of a type and switching between them.

If you delete a ship design that is currently in use, ships in a fleet will automatically be designated for a retrofit to the most recently changed ship design of that hull type. There must always be one design per hull type. The upgrade button will send the fleet back to a shipyard to change designs. (e.g. if you have a fleet of Victory-class corvettes and then make a Constellation-class of corvette and delete the design for the Victory-class, all Victory-class corvettes will be automatically marked for upgrading to the Constellation-class)

The upgrade cost is the difference in build cost between the new ship type and the old ship type. This will refund resources if the new design is cheaper or uses different strategic resources in construction. (e.g. Hyper Shields require Exotic gases.png Exotic Gases while Dark Matter Deflectors require Dark Matter.png Dark Matter. Switching from Hyper Shields to Dark Matter Deflectors will cost Dark Matter but also refund Exotic Gas to your stockpile.)

Power

Power is generated by the ship's reactor, as well as any Reactor Booster components the ship might have. Many components and subsystems require power to operate. A ship design cannot be approved if it has a negative power balance.

Excess power will give a small bonus to the ship's evasion, speed, and weapon damage using the following formula:

Types

The type of the ship determines its base statistics. Defense platforms also have +20% bonus to Mod ship weapon range mult.png weapons range.

Type Sections Fleet Size.png Command Points Alloys.png Base cost Time Build time Small Slot Equivalent (W/U/A) Mod ship hull mult.png Base hull Mod ship evasion mult.png Base evasion Mod ship speed mult.png Base speed Mod ship disengagement.png Disengagement Chance Piracy suppression.png Piracy Suppression Mod ship upkeep mult.png Upkeep
Corvette 1 1 30 60 3 3 1 200 60% 160 1.0 10 1% build cost in Energy.png Energy
0.33% build cost in Alloys.png Alloys
Frigate 1 1 30 90 3 4 1 400 20% 120 1.0 10
Destroyer 2 2 60 120 6 6 1-2 600 35% 140 1.5 8
Cruiser 3 4 120 240 12 16 2-3 1800 10% 120 1.5 6
Battleship 3 8 240 480 24 24 2-3 3000 5% 100 1.25 4
Titan 3 16 480 1800 40 48 3 15000 5% 100 1.25 0
Juggernaut 1 32 960 3600 48 84 4 100000 2% 80 No.png 0 0.3% build cost in Energy.png Energy
0.1% build cost in Alloys.png Alloys
Colossus 1 0 1000 20000 W 24 0 30000 2% 80 No.png 0
Defense platform 2 1 60 60 8 12 2 3000 0% 6 No.png 2 None
Ion Cannon 1 8 1000 480 16 24 0 10000 0% 6 No.png 0

Empires with the Origins progenitor hive.png Progenitor Hive origin can construct Offspring versions of Corvette, Destroyer, Cruiser and Battleship ships, which are visually larger, that have their hull, armor and shields increased by 50%, their weapon range increased by 25%, their cost and upkeep doubled, and an additional core component slot.

Menacing ships

Menacing ships are only available to empires that took the Become the Crisis Become the Crisis ascension perk and reached the required Crisis Level. Menacing ships' cost and upkeep are not impacted by installed components, but they can be reduced by percentage modifiers. They only have one section each.

Type Fleet Size.png Command Points Cost Time Build time Small Slot Equivalent (W/U/A) Mod ship hull mult.png Base hull Mod ship evasion mult.png Base evasion Mod ship speed mult.png Base speed Mod ship disengagement.png Disengagement Chance Piracy suppression.png Piracy Suppression Energy.png Upkeep Minerals.png Upkeep
Menacing Corvette 1 Minerals.png 300 30 3 3 2 350 60% 160 1.0 10 0.30 0.20
Menacing Destroyer 2 Minerals.png 550 60 6 6 2 700 25% 140 1.5 8 0.60 0.40
Menacing Cruiser 4 Minerals.png 900 120 10 12 2 2000 10% 140 1.5 6 1.20 0.80
Star-Eater 0 Dark Matter.png 10000 6000 53 80 4 150000 5% 120 No.png 0 0 0

Components

The capabilities and statistics of a ship are based not just on the ship's type but on what components are equipped to the ship. Most components have an individual cost that adds to build cost and to upkeep cost for ships with upkeep costs. The initial cost may be in Alloys.png Alloys or any of several strategic resources, but upkeep costs are limited to Energy.png Energy and Alloys.png Alloys. Downgrading components or leaving slots empty can lower the build and upkeep costs of ships of that design. When changing components in a design, ships can be upgraded at a shipyard for the change in costs (downgrading designs is also done with the "upgrade" button, but will return resources). Upgrading ships when you do not have sufficient resources will cause them to wait at the shipyard until the resources become available and upgrade as soon as the resources become available. If you have neither reserves nor income of the required resources (e.g. you have 0(+0) Dark Matter.png Dark Matter for Dark Matter Thrusters) then the ships will idle at the shipyard indefinitely.

All Ships have similar Core components, displayed on the right side of the star-background part of the ship designer UI. Most of these slots cannot be left empty (the exception being an FTL Drive, but this component is necessary for inter-system travel; a ship without one will be stuck in the system it was built in). Immobile ship types (Defense Platforms and Ion Cannons) have limited slots to reflect that they are immobile. Titans and Juggernauts have an additional slot for auras. The article on core components goes into detail on what options are available, what stats those options have, and any special mechanics related to the components.

All Ships have slots for Weapon components and Utility components. These slots can be left empty. What specific slots are available will change based on what Sections are used in the design (see below). Weapon component slots are at the top of the star background part of the UI, separated by section. Utility component slots are on the bottom, also separated by section. There are a great amount of options for these types of slots, so please reference the articles on each type for what can be fitted in the slots as well as statistics and mechanics.

Sections

Each ship and station is made up of 1-3 sections, and each section may have its own design. Ship section designs vary based on where they are in the ship (bow, core, stern), while station section designs are all the same. Each section design has space for a variety of offensive and defensive modules. For example, one station section may be designed to carry a single Large large weapon or four Small small weapons. Changing sections is done by clicking the section name in the top-center of the Ship Designer UI, above the star background. Changing sections will reset all component slots to being empty.

To add an item to a module, click on the module (in the center part of the menu, identified by Small , Medium , Large , Extra large , Point defense , Guided , Hangar , Auxiliary , Core , Titan , World destroyer) to see what items can be added.

The components that can be placed in Small , Medium , Large , and Extra large weapon slots, as well as Point defense , Guided , Hangar , Titan , and World destroyer slots, can be found on the Weapon components page. The components that can be placed in Small , Medium , and Large utility slots, as well as Auxiliary slots, are found on the Utility components page.

All sections of the same type have the same utility slots, with only the weapon slots being different. Weapon slots trade at a fixed ratio, with the following being equivalent:

  • Extra large
  • Large or Hangar
  • Medium or Guided
  • Small or Point defense

The only exception is the Destroyer section Bow / Picket Ship, which lacks 1× Small or Point defense compared to the other sections.

Corvette sections

Core
Name Weapon Slots Utility Slots
Interceptor Small 3 Small 3 Auxiliary 1
Picket Ship Small 2 Point defense 1 Small 3 Auxiliary 1

Frigate sections

Core
Name Weapon Slots Utility Slots
Missile Boat Small 1 Guided 1 Small 4 Auxiliary 1

Destroyer sections

Bow
Name Weapon Slots Utility Slots
Artillery Large 1 Small 6
Gunship Small 2 Medium 1 Small 6
Picket Ship Small 2 Point defense 1 Small 6
Stern
Name Weapon Slots Utility Slots
Gunship Medium 1 Auxiliary 1
Interceptor Small 2 Auxiliary 2
Picket Ship Point defense 2 Auxiliary 1

Cruiser sections

Bow
Name Weapon Slots Utility Slots
Artillery Large 1 Medium 4
Broadside Medium 2 Medium 4
Torpedo Small 2 Guided 1 Medium 4
Core
Name Weapon Slots Utility Slots
Artillery Medium 1 Large 1 Medium 4
Broadside Medium 3 Medium 4
Hangar Point defense 2 Hangar 1 Medium 4
Missile Small 2 Guided 2 Medium 4
Stern
Name Weapon Slots Utility Slots
Broadside Medium 1 Auxiliary 2
Gunship Small 2 Auxiliary 3

Battleship sections

Bow
Name Weapon Slots Utility Slots
Artillery Large 2 Large 3
Broadside Small 2 Medium 1 Large 1 Large 3
Hangar Medium 1 Point defense 2 Hangar 1 Large 3
Spinal Mount Extra large 1 Large 3
Core
Name Weapon Slots Utility Slots
Artillery Large 3 Large 3
Broadside Medium 2 Large 2 Large 3
Carrier Small 2 Point defense 2 Hangar 2 Large 3
Hangar Medium 4 Hangar 1 Large 3
Stern
Name Weapon Slots Utility Slots
Artillery Large 1 Auxiliary 2
Broadside Medium 2 Auxiliary 3

Titan sections

Bow
Name Weapon Slots Utility Slots
Titan Bow Titan 1 Large 6
Core
Name Weapon Slots Utility Slots
Titan Core Large 4 Large 6
Stern
Name Weapon Slots Utility Slots
Titan Stern Large 2 Auxiliary 3

Colossus sections

Core
Name Weapon Slots Utility Slots
Colossus World destroyer 1 Large 6

Juggernaut sections

Core
Name Weapon Slots Utility Slots
Juggernaut Extra large 2 Hangar 6 Medium 5 Large 21 Auxiliary 4

Menacing Corvette sections

Core
Name Weapon Slots Utility Slots
Brawler Small 1 Medium 1 Small 3 Auxiliary 2
Interceptor Small 3 Small 3 Auxiliary 2

Menacing Destroyer sections

Core
Name Weapon Slots Utility Slots
Multirole Medium 1 Guided 1 Small 1 Point defense 1 Medium 3 Auxiliary 2
Artillery Large 1 Small 2 Medium 3 Auxiliary 2

Menacing Cruiser sections

Core
Name Weapon Slots Utility Slots
Menacing Cruiser Large 1 Medium 2 Small 2 Medium 6 Auxiliary 2

Star-Eater sections

Core
Name Weapon Slots Utility Slots
Star-Eater World destroyer 1 Hangar 4 Large 3 Medium 9 Small 6 Point defense 6 Large 20 Auxiliary 4

Defense platform sections

Defense platforms consist of two sections, both having the same set of choices.

Defense platform
Name Weapon Slots Utility Slots
Light Small 4 Medium 3 Auxiliary 1
Medium Medium 2 Medium 3 Auxiliary 1
Heavy Large 1 Medium 3 Auxiliary 1
Point-Defense Point defense 4 Medium 3 Auxiliary 1
Missile Guided 2 Medium 3 Auxiliary 1
Hangar Hangar 1 Medium 3 Auxiliary 1

Ion Cannon sections

Core
Name Weapon Slots Utility Slots
Ion Cannon Core Titan 1 Large 6
Game concepts
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Core components

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 3.6.

This article is for the PC version of Stellaris only.

On the right side of the designer, one can select options for different subsystems of the ship. Most of them are required and it is not possible to design a ship without some version of them, but few of them are optional, having the option to install no subsystem in its slot.

Reactor

A ship's reactor generates power for its other systems, and a new ship design cannot be created if it has negative power. Excess power slightly increases a ship's evasion, movement speed, and damage.

Reactor Corvette Destroyer Cruiser Battleship Titan Defense platform Juggernaut Colossus Requirements Description
Cost Power Power Cost Power Power Cost Power Power Cost Power Power Cost Power Power Cost Power Power Power Power Power Power
Ship part reactor 1.png Fission Reactor Alloys.png 10 75 Alloys.png 20 140 Alloys.png 40 280 Alloys.png 80 550 Alloys.png 160 1100 Alloys.png 20 200 1650 No.png Tech fission power.png Fission Power This energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.
Ship part reactor 2.png Fusion Reactor Alloys.png 13 100 Alloys.png 26 180 Alloys.png 52 360 Alloys.png 104 720 Alloys.png 208 1450 Alloys.png 26 260 2170 No.png Tech fusion power.png Fusion Power Nuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.
Ship part reactor 3.png Cold Fusion Reactor Alloys.png 17 130 Alloys.png 34 240 Alloys.png 68 480 Alloys.png 136 950 Alloys.png 272 1900 Alloys.png 34 340 2850 No.png Tech cold fusion power.png Cold Fusion Power The ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.
Ship part reactor 4.png Antimatter Reactor Alloys.png 22 170 Alloys.png 44 320 Alloys.png 88 620 Alloys.png 176 1250 Alloys.png 352 2500 Alloys.png 44 440 3750 No.png Tech antimatter power.png Antimatter Power By harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.
Ship part reactor 5.png Zero-Point Reactor Alloys.png 28 220 Alloys.png 56 430 Alloys.png 112 800 Alloys.png 224 1550 Alloys.png 448 3200 Alloys.png 56 575 4550 10000 Tech zero point power.png Zero Point Power These generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.
Ship part dark matter power core.png Dark Matter Reactor Alloys.png 37
Dark Matter.png 1
285 Alloys.png 74
Dark Matter.png 2
550 Alloys.png 148
Dark Matter.png 4
1030 Alloys.png 296
Dark Matter.png 8
2000 Alloys.png 592
Dark Matter.png 16
4200 Alloys.png 74
Dark Matter.png 4
750 6200 10000 Tech enigmatic power core.png Dark Matter Power These generators appear to somehow draw energy directly from dark matter, providing more ship power than should be possible according to the laws of physics.

FTL drive

This subsystem is optional, although without an FTL drive the ship is incapable of moving between systems.

Jump drives allow the ship to make a direct jump within a limited range, indicated by a yellow dotted circle. Initiate a jump by selecting the fleet, clicking the "Initiate Jump" button and left-clicking the target. After jumping the fleet spends 200 days recharging, during which time it suffers −50% sublight speed and weapons damage.

FTL drive Alloys.png Cost Power Power Mod ship disengagement.png Disengagement Opportunities Time FTL charge time Fleet action button jump.png Tactical jump Required technology Crisis date Description
Ship part hyper drive 1.png Hyper Drive I 5 10 1 No.png regular Ships equipped with Hyper Drives travel swiftly between the edges of star systems along interstellar hyperlanes.
Ship part hyper drive 2.png Hyper Drive II 10 15 1 −25% No.png Tech hyper drive 2.png Hyperlane Breach Points regular
Ship part hyper drive 3.png Hyper Drive III 15 20 1 −50% No.png Tech hyper drive 3.png Hyperspace Slipstreams regular
Ship part jump drive 1.png Jump Drive 20 30 1 −70% Yes.png Tech jump drive 1.png Jump Drive 25 years earlier The Jump Drive tears ship-sized holes in the very fabric of reality, allowing for near-instantaneous movement between systems. The nature of the space the ship passes through on this journey is still poorly understood.
Ship part psi jump drive 1.png Psi Jump Drive 20 30 2 −80% Yes.png
+50% range
Tech psi jump drive 1.png Psi Jump Drives 25 years earlier The Psi Jump Drive harnesses the psionic potential of the ship's crew to warp the local space-time continuum, eliminating the distance between the point of origin and the destination. Supposedly.

Computer system

This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type.

When in combat, every military ship will advance to within a certain distance of its target and fire its weapons. The engagement range is determined by the ship's designated role and the effective range of the ship's weapons. Weapon range modifiers will also increase this range. Ships that have similar roles will typically cluster together, stay in formation with each other and attack in groups.

  • Swarm: The ship will charge straight at enemies and try to deal as much damage as possible from the range of their shortest range weapon.
  • Torpedo: The ship will charge straight at enemies in strafing runs.
  • Picket: The ship will advance to medium range and attempt to intercept incoming enemies.
  • Line: The ship will hold advance to medium range and hold formation.
  • Artillery: The ship will stay at long range, firing its longest range weapons on the target.
  • Carrier: The ship will stay at the maximum engagement range of its hangars.
  • Platform: The defensive platform will remain stationary and fire at any enemies in range.
  • Colossus: The ship will ignore any attackers and carry on with its current task.
Level Alloys.png Power Effects
Swarm Torpedo Picket Line Artillery Carrier Platform Starbase Colossus
Ship part computer default.png Basic 0 5 Default for corvette Default for frigate Default for destroyer Default for cruiser
Default for star-eater
Default for battleship
Default for titan
Default for juggernaut n/a
  • +5% Mod ship fire rate mult.png Fire rate
  • +10 Tracking Tracking
Only option
Tech combat computers 1.png Specialized 5 10
  • +5% Mod ship fire rate mult.png Fire rate
  • +5% Evasion Evasion
+5% Damage Explosive weapons damage
  • +5% Mod ship fire rate mult.png Fire rate
  • +10 Tracking Tracking
  • +5% Mod ship fire rate mult.png Fire rate
  • +5% Mod ship tracking add.png Chance to hit
  • +5% Mod ship fire rate mult.png Fire rate
  • +5% Mod ship weapon range mult.png Weapons range
  • +25% Engagement range
  • +25% Mod ship fire rate mult.png Fire rate
  • +15 Tracking Tracking
  • +10% Mod ship fire rate mult.png Fire rate
  • +20 Tracking Tracking
n/a
Tech combat computers 2.png Advanced 10 15
  • +10% Mod ship fire rate mult.png Fire rate
  • +10% Evasion Evasion
+10% Damage Explosive weapons damage
  • +10% Mod ship fire rate mult.png Fire rate
  • +20 Tracking Tracking
  • +10% Mod ship fire rate mult.png Fire rate
  • +10% Mod ship tracking add.png Chance to hit
  • +10% Mod ship fire rate mult.png Fire rate
  • +10% Mod ship weapon range mult.png Weapons range
  • +50% Engagement range
  • +30% Mod ship fire rate mult.png Fire rate
  • +20 Tracking Tracking
  • +15% Mod ship fire rate mult.png Fire rate
  • +30 Tracking Tracking
n/a
Tech combat computers 3.png Sapient
Tech sentient ai.png Autonomous
20 25
  • +15% Mod ship fire rate mult.png Fire rate
  • +25% Evasion Evasion
+15% Damage Explosive weapons damage
  • +15% Mod ship fire rate mult.png Fire rate
  • +10% Evasion Evasion
  • +30 Tracking Tracking
  • +20% Mod ship fire rate mult.png Fire rate
  • +20% Mod ship tracking add.png Chance to hit
  • +20% Mod ship fire rate mult.png Fire rate
  • +20% Mod ship weapon range mult.png Weapons range
  • +100% Engagement range
  • +35% Mod ship fire rate mult.png Fire rate
  • +25 Tracking Tracking
  • +10% Mod ship tracking add.png Chance to hit
n/a n/a
Tech precognition interface.png Precognitive 20 25
  • +15% Mod ship fire rate mult.png Fire rate
  • +15% Evasion Evasion
  • +20% Mod ship speed mult.png Sublight speed
  • +15% Damage Explosive weapons damage
  • +10 Tracking Tracking
  • +20% Mod ship fire rate mult.png Fire rate
  • +40 Tracking Tracking
  • +15% Mod ship fire rate mult.png Fire rate
  • +15% Mod ship tracking add.png Chance to hit
  • +10 Tracking Tracking
  • +15% Mod ship fire rate mult.png Fire rate
  • +15% Mod ship weapon range mult.png Weapons range
  • +10 Tracking Tracking
  • +75% Engagement range
  • 10 Tracking Tracking
  • +35% Mod ship fire rate mult.png Fire rate
  • +35 Tracking Tracking
n/a n/a
Allowed ship types Corvette
  • Frigate
  • Cruiser
  • Corvette
  • Destroyer
  • Cruiser
  • Destroyer
  • Cruiser
  • Battleship
  • Star-eater
  • Frigate
  • Destroyer
  • Cruiser
  • Battleship
  • Titan
  • Juggernaut
  • Star-eater
  • Cruiser
  • Battleship
  • Titan
  • Juggernaut
  • Star-eater
  • Defense platform
  • Ion Cannon
Starbase Colossus

Sublight thrusters

The sublight thrusters determine how fast the ship maneuvers within a star system and increase its Evasion Evasion.

Name Cost Power Power Evasion Evasion Mod ship speed mult.png Sublight Speed
Corvette Destroyer Cruiser Battleship Titan Colossal ships Corvette Destroyer Cruiser Battleship Titan Colossal ships Corvette Destroyer Cruiser Battleship Titan Colossal ships
Chemical Thrusters icon
Chemical Thrusters
Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.
Alloys.png 3 Alloys.png 6 Alloys.png 12 Alloys.png 24 Alloys.png 48 Alloys.png 60 10 20 40 80 160 200
Ion Thrusters icon
Ion Thrusters
These electric thrusters use beams of ions to generate thrust without the need for propellant.
Alloys.png 6 Alloys.png 12 Alloys.png 24 Alloys.png 48 Alloys.png 96 Alloys.png 120 15 30 60 120 240 300 +5 +4 +3 +2 +1 +25%
Plasma Thrusters icon
Plasma Thrusters
An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
Alloys.png 9 Alloys.png 18 Alloys.png 36 Alloys.png 72 Alloys.png 144 Alloys.png 180 20 40 80 160 320 400 +10 +8 +6 +4 +2 +50%
Impulse Thrusters icon
Impulse Thrusters
These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.
Alloys.png 12 Alloys.png 24 Alloys.png 48 Alloys.png 96 Alloys.png 192 Alloys.png 240 25 50 100 200 400 500 +15 +12 +9 +6 +3 +75%
Dark Matter Thrusters icon
Dark Matter Thrusters
These ship thrusters utilize Dark Matter technology to generate propulsion in a manner that appears to defy numerous laws of physics.
Alloys.png 12
Dark Matter.png 1
Alloys.png 24
Dark Matter.png 2
Alloys.png 48
Dark Matter.png 4
Alloys.png 96
Dark Matter.png 8
Alloys.png 192
Dark Matter.png 16
Alloys.png 300
Dark Matter.png 32
30 60 120 240 480 600 +20 +16 +12 +8 +4 +125%

Sensors

Sensors determine the ship's detection range on the galaxy map. They also increase tracking of all weapon systems, which is related to accuracy.

Name Alloys.png Cost Power Power Tracking Tracking Mod planet sensor range mult.png Sensor range Requirements
Radar System icon
Radar System
A planet-bound technology adapted for use in deep space, the radar system provides basic detection and tracking capability for interstellar vessels.
2 5 1
Gravitic Sensors icon
Gravitic Sensors
These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship.
4 10 +5 2 Tech sensors 2.png Gravitic Sensors
Subspace Sensors icon
Subspace Sensors
Sensors that detect subspace fluctuations left in the wake of traveling starships. Their sensitivity and range are greater than that of a gravitic sensor array.
6 15 +10 3 Subspace Sensors Subspace Sensors
Tachyon Sensors icon
Tachyon Sensors
Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances.
8 20 +15 4 Tech sensors 4.png Tachyon Sensors

Aura

All offensive auras apply a debuff to all enemy ships that are in the system. A titan's defensive aura gives a buff to allied ships in the same fleet while a juggernaut’s or offspring ship's defensive aura gives a buff to all allied ships in the system. Multiple instances of same aura do not stack. While optional, they do not cost anything.

Aura Ship Target Range Effects
Subspace Snare.png FTL Inhibitor Starbase (Starport and above) Enemy System
  • Mod ship disengagement.png +100% Emergency FTL Jump Cooldown
  • FTL magnet.png Enemy ships can only leave the system via the hyperlane they arrived through
Quantum Destabilizer.png Quantum Destabilizer Apocalypse.png Titan Enemy 80 Mod ship fire rate mult.png −10% Fire Rate
Shield Dampener.png Shield Dampener Apocalypse.png Titan Enemy 80 Mod ship shield hp mult.png −20% Shield Hit Points
Subspace Snare.png Subspace Snare Apocalypse.png Titan Enemy 80
  • Mod ship disengagement.png +100% Emergency FTL Jump Cooldown
  • Mod ship disengagement.png −20% Combat Disengagement Chance
Ship part aura inspiring presence.png Inspiring Presence Apocalypse.png Titan Ally 80 Mod ship fire rate mult.png +5% Fire Rate
Nanobot Cloud.png Nanobot Cloud Apocalypse.png Titan Ally 80
  • Mod ship hull regen.png +0.25% Daily Hull Regen
  • Mod ship hull regen.png +0.75% Daily Armor Regen
Ship part aura targeting grid.png Targeting Grid Apocalypse.png Titan Ally 80 Mod ship tracking add.png +10 Tracking
Ship part aura pd penetration.png ECM Emitters Federations Juggernaut Enemy System
  • Mod ship weapon damage.png −30% Point Defense Damage
  • Mod ship fire rate mult.png −30% Point Defense Firing Rate
Ship part aura bombardment.png Munitions Plant Federations Juggernaut Ally System Damage +30% Orbital Bombardment Damage
Ship part aura strike craft.png Strike Command Federations Juggernaut Ally System
  • Mod ship weapon damage.png +20% Strike Craft Damage
  • Mod ship speed mult.png +20% Strike Craft Speed
Ship part aura hyperlane.png Subspace Amplifier Federations Juggernaut Ally System
  • Mod ship speed mult.png −40% Hyper Jump Charge Time
  • Mod ship speed mult.png −40% Hyper Jump Cooldown
  • Mod ship speed mult.png −40% Jump Drive Cooldown
Ship part aura range.png Target Acquisition Array Federations Juggernaut Ally System Mod ship weapon range mult.png +40% Ship Weapons Range
Ship part offspring aura.png Offspring Oversight Overlord Offspring ships Ally System
  • Mod ship tracking add.png +55% Accuracy
  • Mod ship evasion mult.png +55% Evasion
  • Mod ship fire rate mult.png +55% Ship Fire Rate
  • Mod ship speed mult.png +55% Sublight Speed
Ship part aura battlefield repairs.png Bulwark Battlefield Repairs Overlord Battlewright construction ship Ally System Mod ship hull regen.png +0.25% Daily Hull Regen
Subspace Snare.png Electromagnetic Disruptor Overlord Arctrellis science ship Enemy System
  • Only applies to ships if they're owned by a Auth machine intelligence.png Machine Intelligence empire or using a Tech combat computers 3.png Sapient or Tech sentient ai.png Autonomous combat computer
  • Mod ship tracking add.png −25% Accuracy
  • Mod ship fire rate mult.png −25% Ship Fire Rate
  • Mod ship speed mult.png −25% Sublight Speed

References

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

Utility components

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 3.6.

This article is for the PC version of Stellaris only.

Utility components are devices that can be installed on military ships to enhance their defensive capabilities and thus increase their survivability in combat against enemies.

Defenses

Small Small, Medium Medium, and Large large utility components increase the durability of a ship by providing extra hit points. These come in three forms: shields, armor, and hull.

Shields

Shields form the first layer of hit points of a ship. They have inherent regeneration of 1% of their base health per day. All shield techs except Psionic Barriers, Psionic Shields and Dark Matter Deflectors can be obtained through normal research. Psionic Barriers can only be acquired via The Doorway event; Psionic Shields can only be acquired as a psionically ascended empire through the appropriate Shroud Event; Dark Matter Deflectors can only be acquired through reverse-engineering Fallen or Awakened Empire ships.

Pros Cons
  • Effective against most energy weapons.
  • Inherent regeneration makes them sustainable out-of-the-box for operations away from base.
  • CheaperAlloys.png Alloys cost than armor.
  • Vulnerable to kinetic weapons.
  • Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning).
  • Advanced shields require Menu icon strategic resource.png Strategic Resource to make.
  • Consumes power.
Component Small Small Medium Medium Large Large Description
Cost Power Power Shield Shields Shield Regen Cost Power Power Shield Shields Shield Regen Cost Power Power Shield Shields Shield Regen
Ship part shield 1.png Deflectors Alloys.png 5 15 75 0.5 Alloys.png 10 30 190 1.2 Alloys.png 20 60 450 3 Energy deflector screens can stop a limited amount of incoming enemy fire before overloading. Their main drawback is that they consume large amounts of power.
Ship part shield 2.png Improved Deflectors Alloys.png 7 20 100 0.6 Alloys.png 13 40 250 1.6 Alloys.png 26 80 400 4.0 These updated deflector screens are capable of soaking up even more punishment before they overload.
Ship part shield 3.png Shields Alloys.png 9 25 125 0.8 Alloys.png 17 50 315 2.1 Alloys.png 34 100 750 5.1 These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection.
Ship part shield 4.png Advanced Shields Alloys.png 9
Exotic gases.png 0.25
35 165 1.1 Alloys.png 17
Exotic gases.png 0.50
70 415 2.7 Alloys.png 34
Exotic gases.png 1.00
140 990 6.6 An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier.
Ship part shield 5.png Hyper Shields Alloys.png 12
Exotic gases.png 0.33
45 220 1.4 Alloys.png 22
Exotic gases.png 0.66
90 550 3.6 Alloys.png 44
Exotic gases.png 1.33
180 1320 8.7 These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none.
Ship part dark matter shield.png Dark Matter Deflectors Alloys.png 16
Dark Matter.png 0.25
55 280 1.8 Alloys.png 29
Dark Matter.png 0.50
110 700 4.6 Alloys.png 57
Dark Matter.png 1.00
220 1680 11.1 These deflectors utilize dark matter to deflect incoming projectiles in a way that seems to utterly defy the laws of nature.
Ship part psi shield.png Psionic Barrier Alloys.png 7 0 100 1.4 Alloys.png 13 0 250 3.6 Alloys.png 26 0 600 8.7 These barriers are generated out of pure psychic energy by a cadre of psionic specialists. They will be able to stop some incoming fire, like our Energy deflector systems, but without the prohibitive power consumption.
Ship part psi shield.png Psionic Shields Alloys.png 21
Zro.png 0.11
75 360 2.0 Alloys.png 38
Zro.png 0.22
150 900 5.0 Alloys.png 74
Zro.png 0.33
300 2160 12.5 These extremely powerful shields are generated out of pure psychic energy by a cadre of psionic specialists. Their powers are further augmented by large arrays of psi emitters.

Armor

Armor forms the second layer of hit points of a ship. All armor techs can be obtained through normal research except for Dragonscale armor which must be obtained by defeating the Ether Drake.

Pros Cons
  • Effective against kinetic weapons.
  • Does not consume power.
  • Does not require Menu icon strategic resource.pngStrategic Resources to build.
  • Vulnerable to energy weapons.
  • Penetrated by some exotic weapons (Disruptors, Arc Emitters, and Cloud Lightning).
  • Lacks inherent regeneration (but can gain it through some exotic sources).
  • Cost more Alloys.png Alloys than shields.
Component Small Small Medium Medium Large Large Description
Alloys.png Cost Armor Armor Alloys.png Cost Armor Armor Alloys.png Cost Armor Armor
Ship part armor 1.png Nanocomposite Armor 10 100 20 250 40 600 Reinforced nanocomposite hull plating can provide an extra layer of protection that could be the difference between life and death in a combat situation.
Ship part armor 2.png Ceramo-Metal Armor 13 130 26 325 52 780 A combination of different metals and ceramics that result in a strong armor without sacrificing flexibility.
Ship part armor 3.png Plasteel Armor 17 170 34 425 68 1020 Plasteel is an elastic material that combines many of the qualities of plastics and metal. It is relatively cheap to produce and can be used to augment ship armor.
Ship part armor 4.png Durasteel Armor 17 220 34 550 68 1320 This strong yet flexible material is capable of withstanding severe punishment. It serves well as ship armor.
Ship part armor 5.png Neutronium Armor 22 290 44 725 88 1740 This incredibly dense and strong material can resist firepower that would turn armor made of any other alloys into slag.
Ship part dragon armor.png Dragonscale Armor 29 370 57 925 114 2220 The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures.

Plating

Hull is the last layer of a ship's hit points; the ship is destroyed if the hull points reach 0. All ships have some inherent hull points; this can be increased with these Plating components.

These can be acquired either by completing the Crystalline Entity event chain, by reverse-engineering destroyed Crystalline Entities, or through searching an abandoned ship left by Caravaneers.

Pros Cons
  • Few weapon weaknesses (Energy Torpedoes, Matter Disintegrators, Mining Lasers).
  • Does not consume power.
  • Does not cost Alloys.png Alloys.
  • The only layer that matters against bypassing weapons.
  • More hull allows for greater chances of emergency jump, thus increasing longterm survivability.
  • Far, far cheaper than any other source of health, point for point.
  • Fewer available percentage bonuses.
  • No repeatables.
  • Hull damage reduces ship performance.
  • Most non standard weapons come with a bonus against hull in addition of the armor or shield bonus.
  • Only Null Void Beam suffer from penalty against hull
  • Lacks inherent regeneration (but can gain it through some exotic sources).
  • Must use Rare crystals.png Rare Crystals to build.
Component Small Small Medium Medium Large Large Description
Rare crystals.png Cost Health Hull Rare crystals.png Cost Health Hull Rare crystals.png Cost Health Hull
Ship part crystal armor 1.png Crystal-Infused Plating 0.25 65 0.50 160 1.00 390 An alloy of elements harvested from the ultra-hard Crystalline Entities lines the inner layers of this plating, improving hull integrity.
Ship part crystal armor 2.png Crystal-Forged Plating 0.33 110 0.65 275 1.30 660 Modifications to the process of forging the crystalline alloy further improves its durability.

Auxiliary

Auxiliary modules go in Auxiliary Auxiliary slots and have a variety of effects. Regenerative Hull Tissue can be acquired by defeating various spaceborne aliens. Nanite Repair Systems can be acquired after defeating the Scavenger Bot. Orbital Trash Dispersers can be acquired via the Racket Industrial Enterprise. Enigmatic Encoders and Decoders can be acquired by defeating the Enigmatic Fortress. Marks can be obtained by gaining maximum favor with a Shroud patron. Other components are simply obtained by researhing the technology with the same name.

Name Cost Power Power usage Effects Description
Ship part reactor booster 1.png Reactor Booster Alloys.png 5 Power +20 Power Generation Additional power generation systems increase the ship's reactor output.
Ship part reactor booster 2.png Improved Reactor Booster Alloys.png 10 Power +50 Power Generation The discovery of fusion power allows for better reactor boosters to be fitted onto our ships.
Ship part reactor booster 3.png Advanced Reactor Booster Alloys.png 15 Power +100 Power Generation The discovery of antimatter power allows for highly advanced reactor boosters that can greatly enhance ship reactors.
Ship part afterburners 1.png Afterburners Alloys.png 4 10 Mod ship speed mult.png +10% Sublight Speed
Evasion +5% Evasion
Afterburners provide additional combat speed for the ship.
Ship part afterburners 2.png Advanced Afterburners Alloys.png 6 20 Mod ship speed mult.png +20% Sublight Speed
Evasion +10% Evasion
These improved afterburners provide even more combat speed for the ship.
Ship part armor hardener 1.png Reactive Armor Alloys.png 10
Rare crystals.png 1
15 Armor +15% Armor Hardening Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor.
Ship part armor hardener 2.png Living Reactive Armor Alloys.png 30
Living Metal.png 1
25 Armor +25% Armor Hardening Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire.
Ship part auto repair.png Regenerative Hull Tissue Alloys.png 20 10 Mod ship hull regen.png +5% Daily Hull Regen
Mod ship hull regen.png +10% Daily Armor Regen
These bacteria are imprinted with the ship's structural design and will attempt to restore hull integrity should it be compromised.
Ship part nanite repair system.png Nanite Repair System Alloys.png 10
Nanites.png 1
10 Mod ship hull regen.png +15% Daily Hull Regen
Mod ship hull regen.png +20% Daily Armor Regen
A highly effective hull auto-repair system comprised of billions of microscopic nanomachines was found among the smoking remains of the Scavenger, and has been repurposed for our uses. Whether the Scavenger pilfered this system from an ancient derelict, or was originally constructed with it remains unknown.
Ship part shield recharger.png Shield Capacitor Alloys.png 10
Exotic gases.png 1
20 Shield +10% Shield Hit Points These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields.
Ship part shield hardener 1.png Shield Hardener Alloys.png 10
Exotic gases.png 1
15 Shield +15% Shield Hardening With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields.
Ship part shield hardener 2.png Advanced Shield Hardener Alloys.png 30
Zro.png 1
25 Shield +25% Shield Hardening Zro particles raised to a high energy state add fluctuations to our shields that can deflect certain weapons that would otherwise easily penetrate the fields.
Ship part computer default.png Auxiliary Fire-Control Alloys.png 10 10 Mod ship tracking add.png +5 Chance to Hit By installing an auxiliary fire-control system our ships can afford to make more advanced calculations, increasing accuracy.
Ship part enigmatic decoder.png Enigmatic Decoder Alloys.png 20 20 Mod ship tracking add.png +5 Chance to Hit
Tracking +5 Tracking
While producing average results in standard tests, the accuracy of Enigmatic Decoder's prediction algorithms seemingly increases as the target's flight path grows more erratic.
Ship part enigmatic encoder.png Enigmatic Encoder Alloys.png 20 20 Mod ship disengagement.png +1 Disengagement Opportunities The Enigmatic Encoder scrambles flight path data according to some indeterminable design before feeding it back to fleet command.
Ship part orbital trash dispersal.png Orbital Trash Disperser Alloys.png 10 10 Damage +25% Orbital Bombardment Damage This component overwhelms planetary defensive grids with trash data by spamming them with millions of minute, high-velocity projectiles. Ships equipped with this component cause more damage during orbital bombardment.
Ship part composer covenant.png Mark of the Composer Alloys.png 20
Zro.png 2
10 Mod ship hull regen.png +15% Daily Hull Regen
Mod ship hull regen.png +20% Daily Armor Regen
The mark of our Shroud Patron amplifies our psionic abilities and allows us to influence entire ships.
Ship part eater covenant.png Mark of the Eater Alloys.png 20
Zro.png 2
10 Mod ship tracking add.png +5 Chance to Hit
Damage +25% Orbital Bombardment Damage
The mark of our Shroud Patron amplifies our psionic abilities and allows us to influence entire ships.
Ship part instrument covenant.png Mark of the Instrument Alloys.png 20
Zro.png 2
10 Mod ship speed mult.png +25% Sublight Speed
Upkeep −5% Upkeep
The mark of our Shroud Patron amplifies our psionic abilities and allows us to influence entire ships.
Ship part whisperers covenant.png Mark of the Whisperers Alloys.png 20
Zro.png 2
10 Evasion +15% Evasion The mark of our Shroud Patron amplifies our psionic abilities and allows us to influence entire ships.

Strategy

While shields have inherent regeneration, armor and hull do not. This means that, by default, damaged ships cannot be restored to full fighting capability without returning to a starbase, which limits operations far away from said starbases. Therefore, securing at least one source of hull and armor regeneration is useful, especially for lengthy offensive operations. Options include:

  • Regenerative Hull Tissue, and its upgraded version, Nanite Repair System, can be slotted to any ship, making it one of the most reliable sources of regeneration. However, they both take up a precious Auxiliary auxiliary slot and the Nanite Repair System requires very valuable Nanites.png Nanites in order to function.
  • The Nanobot Cloud aura can be fitted to Titans, with effects slightly stronger than Regenerative Hull Tissue. Of course, this again takes up a very valuable slot that could have been used for something else.
  • The Engineer admiral trait gives hull and armor regeneration, but this cannot necessarily be counted on for any particular admiral to have.
  • Civic devouring swarm.png Devouring Swarms have inherent hull and armor regeneration.
  • Psionically ascended empires may have an option for hull and armor regeneration as a Shroud boon. However, this cannot be counted on to be an option at any given time.
  • A Juggernaut accompanying a fleet can act as a mobile starbase, repairing allied ships.
  • Capturing an enemy starbase and using it as a forward base allows you to repair and upgrade inside enemy territory.

References


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

Space Warfare

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 3.6.

This article is for the PC version of Stellaris only.

Most warfare is settled through space combat. Though ground warfare is necessary to achieve ultimate victory, landing armies is safer once the fleet has eliminated the threat of enemy vessels intercepting and destroying vulnerable troop transports. Winning battles across the stars is about adapting to the enemy's loadout and using effective counters. Each offensive or defensive component has a counter-measure to it, meaning that component choices are likely to evolve and change as empires encounter new enemies and try to build ships that counter those of the opponent.

Combat

Space battle between mammalians and pirates

Combat in Stellaris takes place in real-time, out of the player's control save for the emergency FTL order. Though the player can direct a fleet toward or away from enemies, there is no control over individual ships (unless they make up a fleet on their own) or which ships they target.

Each fleet is shown on the screen with a strength number. This number represents the power of this fleet, measured by the combined offensive strength of all of the ships in the fleet. This is a rough guide to a fleet's prowess, but cannot be understood as an absolute determinant in how combat will play out. A fleet that has a lot of offensive weapons that are unsuited for the enemy it is facing (Alien creatures with regenerating hulls or skins, enemies with sophisticated and appropriate countermeasures) may still lose to this enemy even though its strength number is considerably higher.

When a fleet engages an enemy ship, enemy station or alien creature in combat, the player gets an alert and the fleet listing in the Outliner has a red battle icon beside it. Select this fleet and you will see a real-time report of the ongoing combat.

At the top of the results sub-screen is a bar measuring the approximate strength of the opposing sides in combat. This bar changes as combat progresses and the odds shift in favor of one or the other side. As the battle progresses, the report sub-screen shows breakdowns of the effectiveness of the weapons systems in use and how much damage the shields, armor and hulls have taken. Analyzing this data helps determine whether current ship builds are effective against this opponent and may indicate ways to improve.

When in combat, every military ship will advance to within a certain range of its intended target and fire its weapons; combat computers determine what range the ship will engage its target from when in combat. Ships that have similar combat computers tend to cluster together, stay in formation with each other and attack in groups.

Damage

Damage by space combat is distributed onto three components: Hull Points, Armor, and Shields. Different weapons do different amounts of damage to each.

  • Mod ship hull mult.png Hull Points is the most important attribute for any ship. When Hull Points reach 0, the ship will be destroyed. Furthermore, ships will have their fire rate decreased by a percentage equal to half of the percentage of Hull Points lost. Hull Points are determined by ship size and tech bonuses.
  • Mod ship armor mult.png Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses.
  • Mod ship shield hp mult.png Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor.

When being attacked, Shields will absorb damage first. After Shields are depleted, Armor will be damaged. After Armor is depleted, Hull Points will be damaged. Some weapons are better, or worse, than others at depleting Shields and/or Armor, and some weapons deplete Hull Points directly.

When the Hull, and Armor, are damaged the most common way to repair them is by docking the fleet with a Starbase. It is possible to repair ships other than by docking, such as a ship having the 'regenerative hull tissue' component, or a fleet's commanding Admiral having the 'engineer' trait. However, self-repairing is slower than dock-repairing (2% per day or 60% per month). Defense Platforms have a base self-repairing rate of 2% per day. It takes 30 days before a Starbase starts to repair itself after combat and there not being any hostile warships in the system. Disabled Starbases reactivate after 6 ticks of regen (36 days).

Ship protection modifiers are sparse, only two for each defense layer existing:

Source Hull bonus
Leader trait unyielding.png Unyielding Admiral trait +10%
Civic devouring swarm.png Devouring Swarm civic +25%
Source Armor bonus
Menu icon edicts.png Volatile Reactive Armor edict +25%
Tech repeatable improved armor output.png Matter Compression repeatable technology +5%
Source Shield bonus
Menu icon edicts.png Exotic Gases for Shield Boost edict +25%
Tech repeatable improved shield output.png Shield Harmonics repeatable technology +5%

Accuracy, Tracking, Evasion

Three parameters determine the chance of a weapon to hit its target: the accuracy and tracking of the attacker, and the evasion of the defender.

Accuracy comes primarily from the weapon stats. Accuracy is the percentage chance to hit a target with no evasion. Weapons with high accuracy tend to have comparatively low damage or other weaknesses. Accuracy is capped at 100.

Tracking comes primarily from the weapon stats as well. Tracking will cancel out some or all of the defender's evasion, and the actual chance to hit is the attacker's accuracy minus the defender's remaining evasion, if any. Smaller weapon sizes usually have significantly higher tracking, with some exceptions.

Evasion is primarily based on hull type and is a defining feature of the Corvette, Destroyer, Transport and similar small ships. It can be increased by thrusters, by the combat computer for some hull sizes, and by Auxiliary modules like the Enigmatic Encoder and by having surplus power in the ship design. The evasion rate is capped at 90%.

The formula to calculate the chance of a specific attack to hit the target is (remember that evasion is capped at 90 and accuracy is capped at 100):

Generally, the goal is to pick a weapon that has just enough tracking to maintain the weapon's baseline accuracy, i.e. tracking equal to the enemy's evasion. Thrusters and Sensors mostly cancel each other out when on the same level, so without a serious tech disadvantage, the hull size and weapon sizes matter the most. Large weapons sport much higher damage than smaller weapons, allowing them to destroy their intended targets in just a few shots. However, since said large weapons also tend to have low tracking, ships with high evasion may become nigh-invulnerable to them as they can simply dodge the shots. Weapons with higher tracking, such as small weapons or missiles, are needed when engaging ships with high evasion, such as Corvettes. Conversely, small weapons have high tracking, ensuring that they are able to hit their target without missing much at all. However, they also have low damage and therefore struggle to deal with larger ships such like Cruisers and Battleships due to them having very high shield/armor/hull values, allowing them to absorb shots from small weapons without much difficulty. Large weapons with high damage are needed for dealing with ships that have such high durability.

Force Disparity

Force Disparity is a combat bonus applied when a smaller force is engaged with a larger one (based on total combined fleet size) in battle and gives a bonus to the Mod ship fire rate mult.png Fire Rate of all ships belonging to the smaller force. Force Disparity scales linearly with the fleet size difference, so, for example, a ship force that is engaging a hostile ship force 50% larger will have +50% fire rate, representing how the smaller force has an easier time maneuvering and targeting the larger enemy force. It caps at 100%, when fighting a fleet twice larger.

Force Disparity will never make a smaller force win unless it has a significant technological advantage. It will, however, ensure that all but the most overwhelming forces will take casualties and bear a cost for their victory.

Ship disengagement

Any ship that takes hull damage while already below 50% hull points has a chance to disengage from battle, scaled with the amount of damage inflicted. A ship that disengages will instantly leave the battle and rejoin the fleet at the end, until then appearing in the combat interface with a flag icon indicating that it has disengaged. If a fleet contains only disengaged ships it will make an emergency retreat.

Ships will never disengage if the owner uses the No Retreat War Doctrine policy. The presence of a black hole reduces disengage chance by half. Colossal ships cannot disengage.

The chance for a ship to disengage after a hit is determined by:

damage: Amount of damage the hit inflicted
hull: The ship's maximum hull points
friendly: 1.25 while in friendly space, 1 otherwise
ship multiplier: Ship type multiplier

Ship multiplier Ship type
2 Science Ship
1.5 Destroyer, Cruiser, Transport Ship
1.25 Battleship, Titan
1 Corvette, Construction Ship
0.5 Colony Ship
0.2 Meteor Colony Ship

The chance for ships to disengage can also be affected by the following modifiers:

Source Modifier
Menu icon policies.png Hit and Run War Doctrine policy +0.33
Leader trait trickster.png Trickster admiral trait +0.25
Erudite.png Erudite admiral trait +0.1
Sb communication jammer.png Communications Jammer starbase building −0.2
Subspace Snare.png Subspace Snare titan aura −0.2
Leader trait hells heart.png Hell's Heart admiral trait −0.33
Leader trait unyielding.png Unyielding admiral trait −0.33

Emergency retreat

All ships of a fleet in combat have the opportunity to trigger an emergency retreat in the middle of a battle. This is a sudden escape using each individual ship's equipped FTL engine whether it is a Hyperdrive or Jump Drive that allows the fleet to escape destruction. The order is given by pressing the Retreat button in the combat sub-screen and the retreat can be triggered even from deep within the system. While on Evasive stance, a fleet will automatically retreat once the option is available. AI fleets in neutral or hostile territory will always retreat if half of the fleet is destroyed.

There are some tradeoffs, however:

  1. The fleet will go "missing in action" upon a retreat for a number of months, depending on how far the ship was from its home starbase. As such it can be neither controlled nor attacked while moving back to its home starbase.
  2. Ships require 30 days after entering combat before they can retreat.
  3. The shock of the emergency retreat causes each ship to have a 25% chance to take up to 75% hull damage.
  4. There is a 5% chance for each ship to be destroyed when retreating.

The chances to take damage can be reduced by Emergency FTL Damage Risk modifiers:

Source Modifier
Menu icon policies.png Hit and Run War Doctrine policy −25%
Leader trait trickster.png Trickster admiral trait −15%
Leader trait enclave trader.png Caravan Counter admiral trait −10%

The 30 day charge time can be increased by Emergency FTL Jump Cooldown modifiers:

Source Modifier
Subspace Snare.png FTL Inhibitor starbase aura +100%
Subspace Snare.png Subspace Snare titan aura +100%
Black Hole.png Black hole +50%
Menu icon policies.png No Retreat War Doctrine policy +50%

References


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

Unique systems

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 3.6.

This article is for the PC version of Stellaris only.

Unique systems can only spawn once per galaxy and are entirely predefined, as opposed to being randomly created. Each unique system has an unique event, anomaly or archaeology site related to it. They will never appear in hyperlane choke points and a few of them require distance from all empires to spawn and they might not appear if the galaxy is started with a max number of fallen empires and AI empires, especially if advanced starts are used.

Guaranteed systems

The following systems will always appear in every game:

The Tannhäuser Gate
Hauer
This class G system contains an unique object, the Tannhäuser Gate, guarded by 3 Ancient Mining Drones. If the Ancient Relics.png Ancient Relics DLC is installed then the planet Spjuuht contains the Never Forget archaeological site.
Hillos
This system contains an alien science ship marked as hostile. One of the planets is a Tundra World that when surveyed will reveal a level III anomaly. Investigating it will issue a special project that takes 360 days to research. Completing the special project a moderate amount of Physics Research Physics research.
Klendath
This system contains two barren worlds and a moon and is defended by an Ancient Mining Drone. In addition the planet Klendath I will reveal the Crashed Starship archaeological site.
Orvall
Unlike every other system Orvall not named after the central star. The system has a golden nebula visual effect regardless of whether it is spawned inside one or not and is guarded by a small Tiyanki fleet. If the Ancient Relics.png Ancient Relics DLC is installed then the broken world Moor-Hsrettu contains the Desiccated archaeological site.
Ubogleelt
This system is guarded by a ship of 2K fleet power and contains a broken world that has 3 notable moons: a size 7 Gaia world and two Barren worlds with the Pm planet from space.pngPm frame 1.png Terraforming Candidate planet modifier. The Gaia world also has a planet modifier giving it the following effects:
  • Mod pop happiness.png −10% Happiness
  • Immigration pull −25% Immigration Pull
  • Damage −15% Orbital Bombardment Damage
  • Mod army health.png +15% Defense Army Health
Ancient Relics.pngShielded Relic
This system contains a size 26 Shielded World guarded by a fleet of 5k fleet power with ships identical to the ones guarding Zanaam. Surveying either the Shielded World or its moon will reveal the Moon Base archaeological site.
Ancient Relics.pngOmni
This system contains a Relic World that when surveyed will reveal the Ruined World archaeological site.

Wenkwort

Wenkwort contains a Gaia world called Wenkwort Artem, which has the Wenkwort Gardens modifier that provides +20% Job administrator.png Administrator output and +10% Job researcher.png Researcher output as well as a level IV anomaly. When the anomaly is investigated it grants a very large amount of Society research society research and issues a special project on a Barren world called Rellrait and creates 3 neutral Ancient Mining Drones that patrol the system. The special project adds a deposit of 3 Society research Society Research to Rellrait and gives it the Pm planet from space.pngPm frame 1.png Terraforming Candidate planet modifier as well as a unique planet modifier granting it +3% Mod pop happiness.png Happiness and −15% Upkeep Upkeep from Jobs.

Wenkwort Artem has a unique planet modifier called Wenkwort Gardens. When the planet is first colonized the player will be contacted by a custodian robot and informed that industrialization of the planet is to be kept at a minimum. If the request is accepted Wenkwort Artem will gain a second planet modifier giving it the following effects:

  • +40% Bureaucrat Bureaucrat output
  • +20% Job researcher.png Researcher output
  • −30% Job artisan.png Artisan output
  • −70% Job miner.png Miner and Strategic Resource Gatherer output
  • −70% Job gas refiner.png Gas refiner output

Refusing will have a fleet of around 7K fleet power arrive in 20 days and give one last chance to accept the modifier before attacking.

Alpha Centauri

Alpha Centauri always spawn as a neighbor of Sol along Barnard's Star, Procyon and Sirius if Sol is chosen as a starting system. Alpha Centauri III will always match the climate preference of the primary species from Earth if guaranteed habitable worlds were enabled. Proxima Centauri b will be a frozen world with the Pm tidal locked.pngPm frame 3.png Tidal Locked planet modifier and a level I anomaly. Investigating the anomaly will grant a small amount of Unity.png Unity and give Proxima Centauri b the Pm planet from space.pngPm frame 1.png Terraforming Candidate planet modifier.

Randomly spawned systems

The following systems have their spawn chanced determined by the galaxy size. The percentages for each unique system to spawn are the following:

Base game
Galaxy M Star.png Trappist M Star.png Odryskia Trinary Star.png Polaris K Star.png Parvus Unknown.png Zanaam G Star.png Sanctuary Unknown.png Shallash G Star.png Sol Black Hole.png Federation's End Neutron Star.png Larionessi Refuge M Star.png Zevox Unknown.png Ancient Manufactory Neutron Star.png Ultima Vigilis
Tiny 20% 20% 10% 6% 6% 4% 6% 50% 25% 25% 25% 25% 20%
Small 40% 40% 20% 12% 12% 8% 12%
Medium 60% 60% 30% 18% 18% 12% 18%
Large 80% 80% 40% 24% 24% 16% 24%
Huge 100% 100% 50% 30% 30% 20% 30%
DLC
Galaxy Utopia.png Ruined Ringworld Ancient Relics.png C.A.R.E. Leviathans.png Leviathans systems Distant Stars.png Distant Stars systems Utopia.pngMegaCorp.pngFederationsOverlord Ruined megastructures
Tiny 6% 16% 16% for each system 16% for each system 8% for each system
Small 12% 32% 32% for each system 32% for each system 16% for each system
Medium 18% 48% 48% for each system 48% for each system 24% for each system
Large 24% 64% 64% for each system 64% for each system 32% for each system
Huge 30% 80% 80% for each system 80% for each system 40% for each system

Sol

If none of the starting empires have Sol as their home system there's a 50% chance that it will spawn in the galaxy. Earth can be found in one of four states. Unlike other primitive civilizations humans use regular flags and have additional armies.

Age Human ethics Bonus armies Notes
Flag ornate 11.png Late Medieval Age
  • Authoritarian.png Authoritarian
  • Spiritualist.png Spiritualist
  • Xenophobe.png Xenophobe
  • Feudal Levies (primitive army)
  • Feudal Levies (primitive army)
  • Feudal Levies (primitive army)
Flag human 7.png Machine Age
  • Fanatic Militarist.png Fanatic Militarist
  • Materialist.png Materialist
  • British Armed Forces (industrial army)
  • German Wehrmacht (industrial army)
  • Imperial Japanese Forces (industrial army)
  • Soviet Red Army (industrial army)
  • US Armed Forces (industrial army)
  • In Ironman mode successfully invading at this time will unlock the Outside Context.png Outside Context achievement
Flag human 9.png Early Space Age
  • Fanatic Egalitarian.png Fanatic Egalitarian
  • Xenophile.png Xenophile
  • Chinese PLA (postatomic army)
  • EU Combined Forces (postatomic army)
  • Russian Armed Forces (postatomic army)
  • US Armed Forces East (postatomic army)
  • US Armed Forces West (postatomic army)
  • ISS II (space station)
  • If they discover FTL they will become the United Nations of Earth
Nuclear Wasteland No.png Species destroyed None
  • Earth is a tomb world with a unique level I anomaly
  • When investigated the anomaly will reveal a species of pre-sapient cockroaches with the Trait pc nuked preference.png Tomb World climate preference and the Adaptive.png Adaptive trait
  • If the Ancient Relics.png Ancient Relics DLC is installed terraforming Earth has a 50% chance to reveal the Weapons Cache archaeological site

Trappist

Trappist is a real life system that contains 3 habitable planets - one from each climate category - making it well above average, compared to the default game setting for habitable worlds. The features and possible modifiers of all planets are randomized.

Planet Trappist I Trappist II Trappist III Trappist IV Trappist V Trappist VI Trappist VII
Class Planet molten.png Molten Planet barren.png Barren Planet toxic.png Toxic Planet desert.png Desert Planet continental.png Continental Planet arctic.png Arctic

Planet frozen.png Frozen

Size 16 16 12 14 16 18 12

Odryskia

A randomly named system will contain an asteroid called The Cabin. Surveying it will reveal the Debris Belt archaeology site.

Chapter 1 Chapter 2 Chapter 3 Chapter 4
Difficulty 9 8 6 6
Rewards Minor artifacts.png 1-5 Minor Artifacts Minor artifacts.png 1-5 Minor Artifacts Leader trait maniacal.png 33% chance the science ship scientist gains the Maniacal trait
Leader trait paranoid.png 33% chance the science ship scientist gains the Paranoid trait
R odryskan crystal.png Gain the Crystal of Odryskia relic

Polaris

Polaris contains a size 23 Ocean World with the unique D station junk.png Ancient Sunken City planetary feature and the One Last Hope archaeological site. It is defended by a 3k molluscoid fleet named Polarian Automated Fleet. The fleet guarding it consists of 7 cruisers named after ice formations. The fleet is hostile, however it is not set to aggressive stance, simply blocking any approach to the system's star. After they are defeated the system can be claimed as usual. The cruisers use the following loadout:

Weapons Utility Core
  • Guided 3 Missile T3
  • Medium 1 Plasma T2
  • Small 3 Disruptor T3
  • Medium 4 Armor T4
  • Medium 4 Shields T4
  • Ship part hyper drive 2.png Hyper Drive III
  • Ship part computer default.png Advanced Combat Computer (Line)
  • Ship part thruster 3.png Plasma Thrusters
  • Ship part sensor 3.png Subspace Sensors
  • Ship part reactor 4.png Antimatter Reactor

Parvus

Parvus contains a size 22 Desert World with a level VI anomaly. Investigating it will give the planet a nanite swarm modifier that ensures 0% Mod habitability.png Habitability and Mod pop happiness.png Happiness if the planet is colonized as well as issue a special project. The special project requires 300 days to be completed and brings 3 options:

  • Studying the swarm grants the Tech administrative ai.png Administrative AI technology. If already researched it will grant a moderate amount of Physics Research Physics Research instead.
  • Destroying the swarm requires a fleet of 2K fleet power to be brought in orbit of the planet, removes the modifier and gives the planet the D nanite corpses.png Nanite Swarm Remains planetary feature.
  • Taming the swarm requires the Tech self aware logic.png Self-Evolving Logic technology and starts another special project that requires 300 days. Finishing it clears all blockers from the planet, terraforms it into one that matches the primary species' climate preference and replaces the modifier with Pm nanite world.pngPm frame 1.png Tamed Nanite Swarm. If you are Void Dwellers it will terraform to a Gaia world.

Zanaam

Zanaam contains Zanaam, a size 25 Gaia World with the unique D alien pets deposit.png Valley of Zanaam planetary feature and defended by an 11k fleet named Guardians of Zanaam. The fleet guarding it consists of 24 destroyers, named from Alpha to Omega, which look like Ancient Mining Drones but use far more advanced components. Upon entering the system, the player is given a message stating they will be destroyed. The fleet is hostile, however it is not set to aggressive stance, simply blocking any approach to the system's star. After they are defeated the system can be claimed as usual. The destroyers use the following components:

Weapons Utility Core
  • Medium 2 Laser T5
  • Small 2 Plasma T3
  • Medium 2 Armor T5
  • Medium 1 Shields T5
  • Ship part computer default.png Sapient Combat Computer (Swarm)
  • Ship part thruster 4.png Impulse Thrusters
  • Ship part sensor 4.png Tachyon Sensors
  • Ship part reactor 5.png Zero Point Reactor

Sanctuary

Sanctuary with all defenses

Sanctuary containts an abandoned ring world of previous Enigmatic Observers. Originally created to act as a nature preserve and house primitive life, the system was abandoned but left guarded by multiple defense platforms of approximately 42k fleet power. Upon discovering the system an empire is contacted by the automated defense facility, which explains the history and purpose of the facility and fires upon any ship that approaches it. However, the Sanctuary system is usually quite large (especially compared to other Ring World systems), and the ranges of the platforms is limited. With a little bit of micro management, ships can easily be navigated through the system without entering combat.

The Sanctuary defenses contain the following stations:

1 Sanctuary Core 4 A-1 Fortresses 11 A-2 Outposts
Weapons
  • Large 10 Kinetic Artillery
  • Medium 10 Gauss Cannon
  • Point defense 4 Point-Defense T3
  • Large 6 Laser T5
  • Medium 10 Laser T5
  • Large 4 Plasma Cannon T3
  • Point defense 4 Point-Defense T3
  • Large 2 Laser T5
  • Medium 5 Laser T5
  • Point defense 2 Point-Defense T3
Utility
  • Large 10 Armor T5
  • Large 10 Shield T5
  • Auxiliary 4 Shield Capacitor
  • Large 10 Armor T5
  • Large 10 Shield T5
  • Auxiliary 4 Shield Capacitor
  • Large 3 Armor T5
  • Large 3 Shield T5
  • Auxiliary 2 Shield Capacitor
Core
  • Ship part reactor 5.png Zero Point Reactor
  • Ship part sensor 4.png Tachyon Sensors
  • Ship part reactor 5.png Zero Point Reactor
  • Ship part sensor 4.png Tachyon Sensors
  • Ship part reactor 5.png Zero Point Reactor
  • Ship part sensor 4.png Tachyon Sensors

Despite having no engine modules, stations are, in fact, mobile, and therefore cannot be engaged with artillery ships from a safe distance, one by one. Defeating them may prove a challenge but destroyed platforms are not rebuilt, allowing the system to slowly be overtaken.

The ring world is almost completely intact and each habitable segment houses a randomized pre-FTL species, none of them advanced beyond the Steam Age. Any empire that manages to defeat the platforms can lay claim to the extremely valuable system and decide the fate of the inhabiting species. It should be noted that since the species have evolved and reached sapience on the ring world they have the Planet ringworld.png Ring World climate preference which hampers their ability to colonize without compensatory methods.

Federation's End

Federation's End contains two broken worlds orbited by two mammalian habitats. Each habitat is inhabited by a pre-FTL species that reached at least Industrial Age and both habitats can construct District hab science.png Research Districts. The black hole will always contain a Dark Matter.png Dark Matter deposit. This system will not spawn if primitives have been disabled.

Larionessi Refuge

Larionessi Refuge has deposits that total 5 Physics Research Physics, 11 Minerals.png Minerals and 4 Alloys.png Alloys. It also contains a planet that will be a Relic world if Ancient Relics.png Ancient Relics is installed and a Tropical world if the DLC is not installed. The planet has the The Signal archaeology site.

Chapter 1 Chapter 2 Chapter 3
Difficulty 2 3 4
Rewards Minor artifacts.png 1-5 Minor Artifacts Minor artifacts.png 1-5 Minor Artifacts Diplomacy isvassal.png Larionessi Consciousness unique empire as a vassal if not Genocidal
Engineering research 350-100000 Engineering Research if Genocidal
Society research 350-100000 Society Research if Genocidal

Zevox

Zevos has deposits that total 10 Energy.png Energy, 3 Minerals.png Minerals, 4 Alloys.png Alloys and 2 Rare crystals.png Rare Crystals. The barren moon called Zero-Two contains the The Crashed Ship archaeology site.

Chapter 1 Chapter 2 Chapter 3 Chapter 4
Difficulty 4 3 2 1
Rewards Minor artifacts.png 1-5 Minor Artifacts Minor artifacts.png 1-5 Minor Artifacts Minor artifacts.png 1-5 Minor Artifacts Society research 500-1000000 Society Research

Ancient Manufactory

A random system in the galaxy will contain an asteroid field where one of the large asteroids is orbited by an Ancient Manufactory identical to the Mining Drone stations. Surveying the asteroid will reveal a level III anomaly. Investigating it will bring the option to either:

  • Leave the manufactory alone. Xenophobe.png Xenophobe and Fanatic Xenophobe.png Fanatic Xenophobe empires will gain 100 Influence.png Influence from this option.
  • Start a Special Project to restore the manufactory with a fleet. Not available to Fanatic Xenophobe.png Fanatic Xenophobe empires. Possible outcomes are granting the Tech rare crystals.png Rare Crystals Manufacturing technology, launching the manufactory into the star and awakening 3 hostile Ancient Mining Drones or Crystalline Entities. If the system has been claimed another possible outcome is turning the manufactory into a mining station and adding a deposit of 10 Minerals.png Minerals to the star.

Ultima Vigilis

Ultima Vigilis is a system with an appearance similar to the Contingency core system. The system does not have any hyperlane connection so it can only be entered via jump drives. It contains one deposit of each advanced resource and a unique AI world, called Obervation Terminal, with the Ancient Robot World archaeology site. The system is guarded by 3 Fallen Empire fleets, each made up of 1 titan, 5 battlecruisers and 20 escorts.

Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5
Difficulty 1 2 2 5 8
Rewards Minor artifacts.png 1-5 Minor Artifacts Minor artifacts.png 1-5 Minor Artifacts Minor artifacts.png 1-5 Minor Artifacts Minor artifacts.png 1-5 Minor Artifacts Minor artifacts.png 10-30 Minor Artifacts
Pop.png 80 robot pops if uses robots
Alloys.png 25 Alloys if Spiritualist

After successfully investigating the archaeology site there is a 50% chance to receive an ominous warning. In that case the endgame crisis will take place within 5 years after the end-game year.

Shallash

Shallash and the battlecruiser

A system that can only spawn bordering the Xenophobic Isolationists may contain Shallash, a Tomb World orbited by 6 moons equidistantly that contains the Ruined Star System archaeology site that can be excavated. The system also contains multiple Minerals.png Minerals deposits. It is patrolled by a Xenophobic Isolationists battlecruiser.

Chapter 1 Chapter 2 Chapter 3 Chapter 4
Difficulty 1 2 3 4
Rewards Minor artifacts.png 1-5 Minor Artifacts Minor artifacts.png 1-5 Minor Artifacts Minor artifacts.png 1-5 Minor Artifacts Minor artifacts.png 10-30 Minor Artifacts
Tech terrestrial sculpting.pngTech ecological adaptation.pngTech climate restoration.png Next level of terraforming technology if the Xenophobic Isolationists were not defeated
Tech robotic workers.pngTech droid workers.pngTech synthetic workers.pngTech synthetic leaders.png Next level of robotic pops technology if the Xenophobic Isolationists were defeated and the main species is biological
Unity.png 700-4000 Unity if the Xenophobic Isolationists were defeated and the main species is robotic

Ruined Ringworld

A random system in the galaxy will contain a ruined ringworld. As with all ruined megastructures the ringworld can be repaired if the empire has the Tech mega engineering.png Mega-Engineering technology.

If the Distant Stars.png Distant Stars DLC is also installed the star has a 50% chance to contain a unique level VI anomaly. Investigating it will add a deposit of +3 Physics Research Physics to the star. If the empire is Civic fanatic purifiers.png Fanatic Purifiers or Civic machine terminator.png Determined Exterminator it will gain 125-250 Influence.png Influence and 100-500 Unity.png Unity. Otherwise investigating the anomaly will bring the option to either:

  • Issue a special project to thaw the clones. The project takes 30 days to complete and will create on a random world two Pops of a species Mammalian normal 08.png with the Trait primitive.png Proles, Strong.png Strong, Nerve Stapled.png Nerve Stapled and Trait pc nuked preference.png Tomb World climate preferencetraits. If the empire has the Civic devouring swarm.png Devouring Swarm civic it will instead gain 350-2000 Food.png Food and 100-500 Unity.png Unity.
  • Leave the clones in stasis and a deposit of +4 Society research Society Research to the star. If a ringworld segment is repaired and colonized the empire will get the option to either instantly thaw the clones and create on the colonized segment two Pops of a species Mammalian normal 08.png with the Trait primitive.png Proles, Strong.png Strong, Nerve Stapled.png Nerve Stapled and Trait pc nuked preference.png Tomb World climate preference traits or leave the clones in stasis and add the D monument.png Cryonic Clones Monument planetary feature to the colonized segment.

C.A.R.E.

A random binary system in the galaxy might contain a Relic World. Surveying it will reveal the Planetary Machinery archaeological site that can be excavated.

Finishing the excavation will open a dialogue window with C.A.R.E. Interactive Interface. Agreeing to help it will issue the Develop A Cure For The Ferrophage Special Project. Finishing it takes 10 years and grants the R mechano calibrator.png Defragmentor Relic while the Relic World gains a permanent +10% Mod resource energy mult.png Energy from Jobs modifier. Refusing will grant 100 Influence.png Influence instead.

Distant Stars systems

Junk Ratlings

Ratling world

A random pulsar system in the galaxy might contain a Tomb World planet called Ruinous Core orbited by a Tomb World moon called Lost Encampment, as well as various debris throughout the system. A similar nearby system will contain three Tomb Worlds: Silent Colony, Decayed Hub and Crumbling Borough. A second nearby system will contain a Tomb World called Fallen Outpost. Unlike other Distant Stars systems, these systems will give a notification when one is entered for the first time. Surveying Ruinous Core will reveal a level II anomaly. Investigating it will grant a significant amount of Society research Society research.

25 to 35 years after the first system has been entered a species called Ketling will emerge in any of the three systems that haven't been claimed by an empire. A special project will be added to investigate any Tomb World in one of those systems and doing so will grant a large amount of Society research Society research.

Planets with Ketlings cannot be colonized but can be invaded. If invaded they will suffer a 10 years Culture Shock identical to invading an Early Space Age civilization.

Another 25 to 35 years after the Ketling have emerged they will become the Ketling Star Pack. All their planets will be filled with buildings and they will get 10 armies and a fleet of 8 cruisers, 8 destroyers and 10 corvettes. If any of their systems have been invaded or claimed with a starbase they will have a temporary −20 Diplomacy opinion.png Opinion towards the Starbase's owner empire.

The exact delay of both the species emergence and the empire creation are set at the moment the preceding event occurs, so reloading a save prior to their appearance will not change the delay unless the save is far enough back.

Sea of Consciousness

The unique ocean world

A random binary star system might contain a size 24 Ocean World with a unique appearance that does not contain landmasses among other uninhabitable planets. The planet has no blockers and has a D betharian deposit.png Betharian Fields planetary feature. It also has the unique Pm resort planet.pngPm frame 2.png Sea of Consciousness planet modifier, whichis removed if the planet is terraformed into anything except a Continental or Gaia World.

Surveying the planet will reveal a level V anomaly. Investigating it will not grant anything to a Gestalt consciousness.png Gestalt Consciousness empire but will grant other empires a moderate amount of Society research Society research and issue a special project that requires a starbase if there isn't one already. Within half a year after the special project is completed a scientist leader will request to leave for the planet and bring three options:

  • Allow the scientist leader to leave. One year later the empire will gain a random Psionics.png Psionics technology. If all technologies are researched it will instead grant a large amount of Physics Research Physics and Society research Society research.
  • Disallow the scientist leader to leave. 3 months later the scientist will die. 10 years later the empire will gain a random Psionics.png Psionics technology. If all technologies are researched it will instead grant a large amount of Physics Research Physics and Society research Society research.
  • Remove the scientist Leader, ending the event chain.
If the scientist is dead, you will get a random psionic technology in 10 years instead of 6 months.

Twin Tomb World Civilizations

This star system contains two Tomb Worlds, both with humanoid Bronze Age civilizations. Surveying the second Tomb World will reveal a level III anomaly. Investigating it will grant a moderate amount of Society research Society research. The species are always the following:

Humanoid 02.png Czyrni

Humanoid 03.png Pyorun

  • Trait pc nuked preference.png Tomb World climate preference
  • Charismatic.png Charismatic
  • Trait quarrelsome.png Quarrelsome
  • Intelligent.png Intelligent
  • Talented.png Talented
  • Solitary.png Solitary
  • Trait pc nuked preference.png Tomb World climate preference
  • Charismatic.png Charismatic
  • Trait quarrelsome.png Quarrelsome

Resilient.png Resilient

  • Strong.png Strong

This system will not spawn if primitives have been disabled.

Gish

A class B star system contains a Shielded World typically called Gish showing a desert planet underneath, although the name may vary. Surveying will reveal a level IV anomaly. Investigating it will bring the option to either:

  • Repair the shield with a science ship to add a 8 Physics Research Physics and 4 Society research Society deposit to the world for a few decades.
  • Interrupt the time loop with a science ship, gaining a small amount of Physics Research Physics research. There is a 50% chance of the world turning into a tomb world and a 50% chance of creating the Prikkiki-Ti empire.
  • Leave the planet alone and gain 150 of Physics Research Physics and Society research Society research. Around a decade later the Prikkiki-Ti empire will emerge.

Paridayda

This system can only be found through the Ancient Hulk anomaly by hoosing the option to search for the planet will start a special project. Finishing it will create a neighbor system and point to a Barren World inside. Choosing to investigate further when entering the system will start a special project to investigate the planet with a science ship. Finishing the special project takes 60 days and will reveal the planet as a size 25 Gaia World with the Stone Age Mardak Vol civilization and the unique Pm natural beauty.pngPm frame 1.png Paridayda planet modifier.

A few days after the system has been claimed a species called the Vol will arrive with a fleet to purge the Mardak Vol. Accepting will destroy the civilization and add a removable blocker to the planet. Refusing will have the fleet attack the system. If their fleet is not defeated they will bombard the planet with the Armageddon stance. Once all Mardak Vol pops are killed by bombardment all tiles on the planet will get 4 removable blockers.

Accepting is the recommended course of action as not only does it avoid the fight but the Mardak Vol would take a long time to enlighten or remove Stellar Culture Shock and have the Trait pc gaia preference.png Gaia World climate preference. In addition if the planet is colonized the colonists will gain +10% Mod pop happiness.png Happiness for 10 years.

Other systems

Abandoned Observation Post
This class F star system contains an Abandoned Observation Post orbiting a habitable world. Surveying the planet will reveal a level IV anomaly. Investigating it will bring the option to either:
  • Investigate the observation post with a science ship to gain a moderate amount of Society research Society research.
  • Leave the observation post alone for 50 Influence.png Influence.
Abandoned Star Platform
This system contains an Abandoned Star Platform orbiting a pulsar star. Surveying the star will reveal a level IV anomaly. Investigating it will bring the option to start a 60 days special project to either:
  • Repair the platform with a construction ship to add a 6 Energy.png Energy deposit to the pulsar.
  • Salvage the platform with a science ship to gain 20% to the next level of Tech lasers 2.pngTech lasers 3.pngTech lasers 4.pngTech lasers 5.png lasers technology.
Caretaker Escape Pod
This binary star system has as its last planet a Gas Giant with escape pods in orbit. Surveying the planet will reveal a level III anomaly. Investigating it will bring the option to either ignore the pod for a small amount of Influence.png Influence or hail it and get the following options:
  • Valid if AI is not outlawed: Accept Caretaker AX7-b as a leader, gaining a level 4 governor Leader.
  • Valid if AI is not outlawed: Examine Caretaker AX7-b for a moderate amount of Engineering research Engineering research.
  • Valid if AI is outlawed: Destroy the pod for a small amount of Influence.png Influence.
  • Valid if Auth machine intelligence.png Machine Intelligence: Recycle Caretaker AX7-b for a small amount of Minerals.png Minerals and Engineering research Engineering research.
Gaia Civilization
This class M star system contains a Gaia moon orbited by a derelict station. Surveying the moon will reveal a Stone Age Molluscoid normal 07.png molluscoid civilization with the Extremely Adaptive.png Extremely Adaptive, Slow Breeders.png Slow Breeders, Sedentary.png Sedentary and Trait pc gaia preference.png Gaia World climate preference traits, as well as a level VI anomaly. Investigating it will grant a significant amount of Physics Research Physics and Society research Society research. This system will not spawn if primitives have been disabled.
Rudimentary Robots
This star system contains a single habitable world with the D metal boneyard.png Metal Boneyards planetary feature among other uninhabitable planets. Surveying the planet will reveal a level I anomaly. Investigating it will add 3 or 4 robot Pops on the planet. After the planet is colonized you will be given the option to either:
  • Dismantle the robot Pops and gain 100 Minerals.png Minerals.
  • Keep using the robots. 90 days later a special project to investigate the robots with a science ship is given. Finishing the special project takes 30 days and gives a large amount of Society research Society research.
Regardless of the chosen option, around 5 years after the planet has been colonized a number of colonists will gain the Erratic Behavior modifier, giving −25% to Mod pop happiness.png Happiness, Mod pop government ethic attraction.png Governing Ethics Attraction and Resource Production, and a special project to investigate it will be added, costing 60 Society research Society research. Finishing the research project grants a random Biology.png Biology technology. If the special project is not completed in 4 months three enraged colonists armies will form and attempt to occupy the planet.
Superflares
This class G star system contains a number of uninhabitable planets and a gas giant with multiple moons, one of them being a Tomb World with the unique D radioactive wasteland.png Irradiated Valley planetary feature. Another one of the planets is a frozen world with a level I anomaly. Investigating it will add a 4 Society research Society deposit to the world. The star also has a 3 Physics Research Physics deposit instead of a regular Energy one. A year after the planet is colonized a special project will be added to shield the colony with a science ship. The project takes 30 days to complete and gives the planet a +10% Unity.png Unity from Jobs modifier. The scientist will also gain the Field Manipulation.png Expertise: Field Manipulation trait. If the project is not started in 150 days one pop will die and the planet will get −10% Mod habitability.png Habitability and −15% Mod resource energy mult.png Energy from Jobs for 20 years.
The Veil
This binary star system contains a planet that will appear either as a Gaia World or a Shrouded World. Surveying it will reveal the Phase-Shifted planet modifier (−50% Mod planet building build speed mult.png Planet Build Speed) and the only level X anomaly besides certain precursor anomalies in the game. Investigating it will describe how every 3 months the planet shifts between a Gaia World and a Shrouded World and grant a moderate amount of Physics Research Physics. Once the system has been claimed you will be given the option to either:
  • Leave the planet for a moderate amount of Influence.png Influence.
  • Start a special project to use a science ship to freeze the phase-shift. The project takes 180 days and finishing it permanently sets the planet to a Gaia World. It will also grant a moderate amount of Physics Research Physics research.
Great Wound
This system consists of a large central black hole orbited by several smaller ones. Three void cloud fleets with 20K power patrol the system. The central black hole has a guaranteed large deposit of 10 Dark Matter. Added since DS.
Broken Ringworld
A few segments of a broken ringworld orbiting a black hole, probably formed when the original star went supernova. Void clouds patrol the system, and Dark Matter can be found. Added since DS.

Privateers

This system will not appear if the Apocalypse.png Apocalypse DLC is enabled, Privateers being replaced by the Marauders.

A random system in the galaxy will be home to the Privateers, a group of 3 pirate fleets which must be defeated:

  • Young Blood contains 12 corvettes and uses tier I components
  • Scarred Veterans contains 4 corvettes, 16 destroyers and 20 cruisers, and uses tier II components
  • Old Guard contains a battleship and uses tier III components

All fleets are balanced but have a slight bias towards armor components, making fleets with a slight bias towards energy weapons the counter. However the system's only resources are two asteroids with slightly higher Minerals.png Minerals deposits.

References

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
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Edicts

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Please help with verifying or updating older sections of this article. At least some were last verified for version 3.6.

This article is for the PC version of Stellaris only.
Empire edicts window

Edicts are empire modifiers that an empire may choose to apply for a cost. Most edicts are unavailable at the beginning of the game and must be unlocked through research or events.

Edict cost

Edicts cost various resources depending on empire size. Each point of empire size increases the cost of all edicts by 1%. The cost of edicts can be reduced by the following:

Source Mod country edict cost.png Edict cost
Civic cutthroat politics.png Cutthroat Politics civic −20%
Charismatic Charismatic ruler trait −10%
Fanatic Spiritualist.png Fanatic Spiritualist ethic −20%
Spiritualist.png Spiritualist ethic −10%

Edict fund

Unity edicts will have no upkeep as long as an empire stays within its Edict Fund. Edict Fund can be increased by the following:

Source Edict Fund
Executive Vigor Executive Vigor ascension perk +100
Civic imperial cult.png Imperial Cult civic +100
Civic inwards perfection.png Inwards Perfection civic +50
Grand Council Grand Council domination tradition +50
Harmonious Directives Harmonious Directives harmony tradition +50
Harmonious Directives Flexible Thought Routines synchronicity tradition +50
Civic subsumed will.png Subsumed Will civic +25
Civic machine ota updates.png OTA Updates civic +25
Civic brand loyalty.png Brand Loyalty civic +25
Tech adaptive bureaucracy.png Adaptive Bureaucracy technology +20
Tech colonial bureaucracy.png Colonial Bureaucracy technology +20
Tech effective bureaucracy.png Effective Bureaucracy technology +20
Tech galactic bureaucracy.png Galactic Bureaucracy technology +20
Charismatic Charismatic ruler trait +20
Federation spiritualist.png Holy Covenant federation level 5 +20%

Unity edicts

Unity edicts have a Unity.png unity upkeep and make use of Edict Fund.

Edict Base upkeep Effects Requirements Description
Fortify the Border 10
  • Mod starbase upgrade time mult.png +50% Starbase upgrade speed
  • Mod country starbase capacity mult.png +2 Starbase capacity
Defense of our systems is paramount. This Edict will divert additional resources to these ends.
Nutritional Plenitude 10
  • Mod pop growth speed.png +10% Pop growth speed
  • Pop resource food mult.png +25% Organic pop upkeep
  • Mod resource minerals mult.png +25% Lithoid pop upkeep
  • Biological pop happiness +5% Biological pop happiness
  • Lithoid pop happiness +5% Lithoid pop happiness
  • Tech gene crops.png Gene Crops technology
  • No.pngGestalt consciousness.png Not Gestalt Consciousness
It is the fundamental right of each of our citizens to enter hibernation with a full digestive organ. Easy access to plentiful, nutritional fare will be the fuel that spurs our growth among the stars.
Expanded Breeding Program
(Hive Mind)
10
  • Mod pop growth speed.png +10% Pop growth speed
  • Pop resource food mult.png +25% Organic pop upkeep
  • Mod resource minerals mult.png +25% Lithoid pop upkeep
  • Tech gene crops.png Gene Crops technology
  • Auth hive mind.png Hive Mind authority
This Edict provides additional resources to the spawning pools.
Expanded Breeding Program
(Rogue Servitor)
10
  • Mod pop growth speed.png +20% Pop growth speed
  • Pop resource food mult.png +25% Organic pop upkeep
  • Mod resource minerals mult.png +25% Lithoid pop upkeep
  • Biological pop happiness +5% Biological pop happiness
  • Lithoid pop happiness +5% Lithoid pop happiness
  • Tech gene crops.png Gene Crops technology
  • Civic machine servitor.png Rogue Servitor civic
Using gamification and point-based reward schemes, we will subtly encourage our Bio-Trophies to fill our Organic Sanctuaries.
Fleet Supremacy 10
  • Mod leader species exp gain.png +100 Ship starting experience
  • Mod ship build speed mult.png +10% Ship build speed
  • Diplomatic weight from fleet power +10% Diplomatic weight from fleet power
  • Mod ship upkeep mult.png +10% Ship upkeep
Tech doctrine fleet size 1.png Doctrine: Space Combat technology Our navy is the best means to project power. This Edict will prioritize them above lesser needs.
Capacity Subsidies 30
  • Mod resource energy mult.png +50% Technician output
  • Energy.png +0.5 Technician upkeep
Tech power hub 1.png Global Energy Management technology This Edict allows short-term overloading of energy grids, letting power plants across our empire run at increased capacity.
Mining Subsidies 30
  • Mod resource minerals mult.png +50% Miner output
  • Energy.png +0.5 Miner upkeep
  • Energy.png +0.5 Strategic resource miner upkeep
Tech mineral purification 1.png Mineral Purification technology This Edict is a focused administrative effort to reprioritize and re-evaluate production goals, yielding a boost to mining output.
Farming Subsidies 30
  • Pop resource food mult.png +50% Farmer output
  • Energy.png +0.5 Farmer upkeep
Tech food processing 1.png Food Processing technology This Edict provides aggressive economic stimulus for positive, quantifiable impacts on food production.
Forge Subsidies 30
  • Alloys.png +10% Metallurgist output
  • Energy.png +1 Metallurgist upkeep
Tech global production strategy.png Global Production Strategy technology Our empire thirsts for more specialized alloys and precious metals. This Edict provides our foundries with additional resources so production can be increased.
Industrial Subsidies 30
  • Consumer goods.png +10% Artisan output
  • Energy.png +1 Artisan upkeep
  • Tech global production strategy.png Global Production Strategy technology
  • Yes.png One must be true:
    • No.pngGestalt consciousness.png Not Gestalt Consciousness
    • Civic machine servitor.png Rogue Servitor civic
Success can be measured the acquisition of things. This Edict provides our factories with additional resources so production can be increased.
Synaptic Reinforcement 10
  • Job maintenance drone.png +1 Maintenance Drone Maintenance Drone job from Synaptic Node buildings
  • Energy.png +2 Synaptic Node upkeep
  • Tech hive cluster.png Clustered Synapses technology
  • Auth hive mind.png Hive Mind authority
Reinforces our Synaptic Nodes as central foci in our colonies, increasing their ability to provide for nearby drones.
Tracking Implants 30
  • Intel encryption.png +1 Encryption
  • Mod planet crime add.png −10 Crime on all planets
  • Authoritarian.png +25% Authoritarian ethics attraction
  • Mod pop happiness.png −10% Happiness
  • Tech tracking implants.png Tracking Implants technology
  • Contact Communications with another empire
  • No.pngGestalt consciousness.png Not Gestalt Consciousness
Mandatory subdermal implants record movement and actions, greatly enhancing our empire's internal security. Loyal citizens have nothing to hide from the government.
Thought Enforcement 30
  • Intel encryption.png +1 Encryption
  • Mod planet crime add.png −5 Crime from Job telepath.png Telepath jobs
  • Mod pop government ethic attraction.png +25% Governing ethics attraction
  • Mod pop happiness.png −10% Happiness
  • Tech thought enforcement.png Thought Enforcement technology
  • Contact Communications with another empire
  • No.pngGestalt consciousness.png Not Gestalt Consciousness
Telepaths monitoring the citizenry for incorrect thoughts will make corrections as they find them.
Bureau of Espionage 20
  • Available envoys +1 Available envoys
  • Intel decryption.png +2 Codebreaking
  • Mod add base country intel.png +10 Base intel level
  • Spy network.png +10 Maximum infiltration level
  • Tech decryption 1.png Quantum Hacking technology
  • No.pngGestalt consciousness.png Not Gestalt Consciousness
Expanding our intelligence operations and prioritising decryption technologies is critical for the well-being of the empire.
Observation Instinct 10
  • Available envoys +1 Available envoys
  • Intel decryption.png +2 Codebreaking
  • Mod add base country intel.png +10 Base intel level
  • Spy network.png +10 Maximum infiltration level
  • Tech decryption 1.png Quantum Hacking technology
  • Auth hive mind.png Hive Mind authority
  • Contact Communications with another empire
Additional resources will be directed to nurturing and expanding our observation capabilities.
Covert Analysis Algorithm 20
  • Available envoys +1 Available envoys
  • Intel decryption.png +2 Codebreaking
  • Mod add base country intel.png +10 Base intel level
  • Spy network.png +10 Maximum infiltration level
  • Tech decryption 1.png Quantum Hacking technology
  • Auth machine intelligence.png Machine Intelligence authority
  • Contact Communications with another empire
A substantial portion of processing will be diverted to investigative analysis.
Map the Stars 10
  • Mod ship science survey speed.png +25% Survey speed
  • Mod ship anomaly generation chance.png +10% Anomaly discovery chance
  • Mod planet sensor range mult.png +1 Ship hyperlane detection range
Discovery Adopted the Discovery tradition tree This Edict pushes for further galactic exploration, to bring light to the darkness and find what wonders lie beyond.
Diplomatic Grants 10
  • Available envoys +1 Available envoys
  • Mod diplo weight mult.png +10% Diplomatic weight
  • Diplomacy Adopted the Diplomacy tradition tree
  • Contact Communications with another empire
This Edict initiates a diplomatic offensive in a concentrated effort to improve the image of our empire in the eyes of others.
Industrial Maintenance 10
  • Job maintenance drone.png +1 Maintenance Drone job from Industrial Districts
  • Energy.png +2 Industrial District upkeep
  • Tradition icon synchronicity.png Finished the Synchronicity tradition tree
  • Auth machine intelligence.png Machine Intelligence authority
Industrial maintenance drones are empowered to act as caretakers for the areas surrounding each industrial district.
Research Subsidies 30
  • Research.png +10% Researcher output
  • Energy.png +1 Researcher upkeep
Databank Uplinks Databank Uplinks tradition Knowledge is power. This Edict focuses our efforts on advancing technology.
Extended Shifts 10
  • Mod pop resource output.png +10% Worker pop resource output
  • Mod planet jobs slave produces mult.png +10% Slave pop resource output
  • Mod pop happiness.png −10% Worker and Slave happiness
Workplace Motivators Workplace Motivators tradition We must ask our workers to toil harder. Some blood, sweat and tears may be necessary for the Greater Good.
Drone Overdrive 10
  • Mod pop resource output.png +10% Menial drone output
  • Mod pop amenities usage mult.png +10% Pop amenities usage
  • Drone Network Drone Network tradition
  • Gestalt consciousness.png Gestalt Consciousness
Our drones will be worked harder, as more resources are required.
Enhanced Surveillance 20
  • Available envoys +1 Available envoys
  • Intel encryption.png +1 Encryption
  • Mod pop happiness.png −10% Happiness
  • Authoritarian.png +25% Authoritarian ethics attraction
  • Public Trust Officers Public Trust Officers tradition
  • Contact Communications with another empire
  • No.pngGestalt consciousness.png Not Gestalt Consciousness
Terrible threats probe our defenses, waiting for us to lower our guard. Increased resources must be sent to internal covert security departments to protect ourselves.
Veneration of Saints 10
  • Unity.png +20% Priest output
  • Spiritualist.png +25% Spiritualist ethic attraction
Spiritualist.pngFanatic Spiritualist.png Empire is some degree of Spiritualist Rather than focusing exclusively on this temporal world, we should provide our spiritual guides with whatever they need to prepare us for the next.
Peace Festivals 10
  • Mod pop happiness.png +10% Happiness
  • Pacifist.png +25% Pacifist ethic attraction
  • Pacifist.pngFanatic Pacifist.png Empire is some degree of Pacifist
This Pacifist Edict fosters a spirit of unity and good cheer through whole seasons filled with special events and festivals.
Information Quarantine 10
  • Mod planet stability add.png +5 Stability
  • Mod pop government ethic attraction.png +50% Governing ethics attraction
Authoritarian.pngFanatic Authoritarian.png Empire is some degree of Authoritarian This Edict puts strict checks on the flow of information, better preserving local cultural identities.
Encourage Political Thought 10 Mod pop ethics shift speed.png +100% Ethics shift chance Egalitarian.pngFanatic Egalitarian.png Empire is some degree of Egalitarian This Edict Encourages the populace to openly discuss political matters, even if the path taken may lead them astray.
Land of Opportunity 20
  • Immigration pull +100% Immigration pull
  • Pop growth from immigration +25% Pop growth from immigration
  • Xenophile.pngFanatic Xenophile.png Empire is some degree of Xenophile
  • Contact Communications with another empire
This Edict creates targeted PR campaigns that frame our empire as being on the cutting edge, a new social frontier - a place where anyone can thrive, a fresh start.
Greater Than Ourselves 20 Mod planet resettlement unemployed mult.png +200% Automatic resettlement chance
  • Resolution greater good.png The Greater Good resolution 3
  • GalacticCommunity mainButton single.png Member of the Galactic Community
Encourages unemployed worker and simple drone pops to voluntarily resettle themselves to suitable planets with jobs and housing within our empire.
Evacuation Protocols 10
  • Mod planet colony development speed.png +100% Colony development speed
  • Mod pop resettlement cost mult.png −50% Resettlement cost
  • Origins doomsday.png Doomsday origin
  • Pm exploding planet.pngPm frame 2.png Homeworld hasn't exploded yet
  • Job colonist.png Any colony
We must establish a new home and prepare to evacuate our homeworld.
Damn the Consequences 1
  • Yes.png Doubles the bonuses of Overtuned traits
  • Upkeep +100% Organic pop upkeep
  • Time Can't be canceled for 5 years
Origins overtuned.png Overtuned origin This Edict pushes our genetic modifications to the very limit, doubling their effect but also causing an increased amount of terrible side-effects, including sudden catastrophic combustion.
Numistic Visualization 25
  • Pop consumer goods upkeep −5% Pop consumer goods upkeep
  • Research speed (society) +10% Research speed (Statecraft)
  • Energy.png +10% Monthly energy credits
MegaCorp.png Numistic Order caravan deal The active use of Numistic visualization techniques will refocus our people's attention from personal gain to cosmic energy production. To achieve something, you must first visualize it.

Ambitions

Ambition Edicts become available with the Tech ascension theory.png Ascension Theory technology and are the most powerful available edicts. They have a base monthly upkeep of 75 Unity.png unity and also cost the same base amount to activate.

Edict Effects Requirements Description
A Grand Fleet
  • Mod navy size add.png +20% Naval capacity
  • Mod ship upkeep mult.png −20% Ship upkeep
Our galactic ambitions require that the construction of A Grand Fleet must be our primary goal.
Desperate Measures
  • Mod ship build speed mult.png +100% Ship build speed during a defensive war
  • Mod ship fire rate mult.png +40% Home territory fire rate
The cornered animal is indeed the most dangerous, as our enemies will soon find out. No effort must be spared to ensure our continued survival.
Fortress Proclamation
  • Mod starbase upgrade time mult.png +100% Starbase upgrade speed
  • Mod starbase upgrade time mult.png +100% Defense Platform build speed
Our frontiers shall be an unassailable line, and they will convey a clear message to our most ambitious neighbors - this far, no further!
Omnifarious Acquisition Minerals.png +33% Monthly minerals Everything that can be spared will be recycled and used. Our ambitions require all the resources we can possibly find.
Scientific Revolution
  • Mod country all tech research speed.png +20% Research speed
  • Mod num tech alternatives add.png +1 Research alternatives
A brief yet highly productive golden age of scientific discovery. The combination of fearlessness, ingenuity and unbridled optimism can take you far.
Will to Power
  • Monthly influence +5 Monthly influence
As power is simply the ability to impose one's will on others, the will to power is a self-fulfilling prophecy.
Hearts and Minds
  • Mod pop government ethic attraction.png +100% Governing ethics attraction
  • Mod pop ethics shift speed.png +100% Ethics shift chance
No.pngGestalt consciousness.png Not Gestalt Consciousness A concentrated propaganda effort to make the populace understand the merits of the government's position. Ultimately, it is for their own good.
Architectural Renaissance
  • Mod megastructure build speed.png +50% Megastructure build speed
  • Mod planet building build speed mult.png +100% Planetary build speed
  • Mod megastructure build speed.png +1 Megastructure build capacity
Tech mega engineering.png Mega Engineering technology It is construction on a scale that previous generations could only dream of. Megastructures may well become the true legacy of our civilization.

Anomaly edicts

Anomaly edicts can only be made available by the completion of certain anomaly event chains with specific choices.

Edict Base upkeep Effects Anomaly Description
Extensive Sensor Searches 25
  • Mod planet sensor range mult.png +1 Sensor range
  • Mod planet sensor range mult.png +2 Ship hyperlane detection range
Arid and Abandoned After having researched advanced sensor technology we have enough information to pour extra resources into enhancing our own search scans. Our technicians would have an easier time finding objects of interest at the edge of our systems with this initiative.
Improved Energy Initiative 25
  • Pop consumer goods upkeep −5% Pop consumer goods upkeep
  • Research speed (Engineering) +10% Research speed (Industry.png Industry)
  • Research speed (Engineering) +10% Research speed (Materials.png Materials)
Toxicity We can further limit the use of toxic fuels and non-renewable resources in order to promote research into new methods of energy production. This could help us come closer to a perfect energy cycle and improve the environment for our people to enjoy.
Improved Working Environment 25
  • Mod pop happiness.png +5% Happiness
  • Research speed (society) +10% Research speed (Biology.png Biology)
  • Research speed (society) +10% Research speed (Statecraft.png Statecraft)
Drops in the Ocean Spending time and resources to improve the working conditions of our people will surely result in better results and happier workers.
Master's Teachings: Diplomatic Trust 20 Trust growth +100% Trust growth Continental Findings Translations of an alien philosopher's teachings. Her anecdotes from diplomatic negotiations could act as a good base for diplomatic negotiations.
Master's Teachings: Philosophical Mindset 20
  • Mod country leader pool size.png +1 Leader pool size
  • Research speed (society) +10% Society research speed
Cold Hard Potential Translations of an alien philosopher's teachings. It contains several analysis and ponderings on the meaning of life and the purpose of the cosmos. By having our rulers follow these advice we can make more informed decisions.
Master's Teachings: The Greater Good 20
  • Mod planet building cost mult.png −10% Building cost
  • Mod planet building cost mult.png −10% District cost
  • Mod planet building build speed mult.png +10% Planetary build speed
Buried in the Sand Translations of an alien philosopher's teachings. By following her advice on how to unify the people via self-sacrifice we could make great strides in infrastructure.
Master's Teachings: Warring States 20
  • Mod navy size add.png +10% Naval capacity
  • Mod army upkeep mult.png −15% Army upkeep
A Feel for Steel Translations of an alien philosopher's teachings. Her depictions of war and ideas on combat strategy could make for excellent training material for our military.

Network edicts

Network edicts are only available once the Tech hyper relays.png Hyper Relays technology has been researched and give various bonuses in the systems with a Hyper Relay at the cost of adding strategic resources to the upkeep of every Hyper Relay. All network edicts have a base upkeep of Unity.png 15 unity.

Edict Hyper Relay upkeep Hyper Relay network bonus Required technology Description
Networked Dominance Exotic gases.png +0.1 Exotic Gases Mod planet stability add.png +3 Stability Tech galactic bureaucracy.png Galactic Bureaucracy The Relay Network can be used to more effectively impose our will over our colonies.
Networked Movement Volatile motes.png +0.1 Volatile Motes
  • Mod pop resettlement cost mult.png −25% Resettlement cost
  • Mod planet resettlement unemployed mult.png +50% Automatic resettlement chance
Tech galactic bureaucracy.png Galactic Bureaucracy The Relay Network can be enhanced with regular shuttle flights to encourage the internal migration of pops.
Networked Amenities Rare crystals.png +0.1 Rare Crystals Mod pop amenities usage mult.png −10% Pop amenities usage
  • Tech artificial moral codes.png Artificial Moral Codes if not Gestalt consciousness.png Gestalt Consciousness
  • Tech unity of purpose.png Unity of Purpose if Gestalt consciousness.png Gestalt Consciousness
Connecting the Relay Network to our logistics and supply chains improves the efficiency of maintenance operations.

Strategic resources edicts

Strategic resources edicts cost an amount of advanced or strategic resources. They are not visible unless the empire has sufficient resources.

Edict Base cost Effects Requirements Description
Terraforming Gases 0.5 Exotic gases.png Exotic Gases Mod country terraform speed mult.png +50% Terraforming speed Tech terrestrial sculpting.png Terrestrial Sculpting technology By employing exotic gases to the terraforming process, we are able to achieve progress at a much faster rate.
Crystalline Sensors 0.5 Rare crystals.png Rare Crystals Mod planet sensor range mult.png +1 Sensor range By employing rare crystals to boost our sensors, we are able to gain a crystal clear picture of our surroundings.
Volatile Land Clearance 0.5 Volatile motes.png Volatile Motes
  • Mod planet clear blocker cost mult.png −25% Clear blocker cost
  • Mod planet clear blocker speed mult.png +25% Clear blocker speed
By using volatile motes for their explosive capabilities, we are able to clear difficult terrain at a much faster rate.
Exotic Gases as Fuel 1 Exotic gases.png Exotic Gases Mod ship speed mult.png +15% Sublight speed Various exotic gases also function as excellent fuel for sublight travel, although perhaps not the most economical alternative.
Exotic Gases for Shield Boost 1 Exotic gases.png Exotic Gases Mod ship shield hp mult.png +25% Shield hit points Some exotic gases can be utilized for boosting ships' shield capabilities. They can create complex dampening fields to repel and soften enemy attacks.
Focusing Crystals 1 Rare crystals.png Rare Crystals Combat stat damage energy.png +25% Energy weapon damage By increasing our ships' access to rare crystals, we are able to increase the damage of their energy weapons.
Volatile Ammunition 1 Volatile motes.png Volatile Motes Combat stat damage kinetic.png +25% Kinetic weapon damage We are able to deploy volatile motes as an explosive in our ships' ammunition.
Volatile Explosives 1 Volatile motes.png Volatile Motes Combat stat damage explosive.png +25% Explosive weapon damage By using volatile motes to construct specialized missiles, our ships will have greater destructive capabilities.
Volatile Reactive Armor 1 Volatile motes.png Volatile Motes Mod ship armor mult.png +25% Armor hit points By enhancing our ships' armor with a reactive component, our ships are able to absorb more damage by reducing incoming damage in a controlled counter-explosion.
Living Metal Mega-Construction 0.5 Living Metal.png Living Metal Mod megastructure build speed.png +50% Megastructure build speed The inherent properties of living metal makes it perfect for improving megastructure construction.
Nanite Actuators 0.5 Nanites.png Nanites Mod country all tech research speed.png +10% Research speed Simple but powerful nanoactuators, allowing for complex manipulations and experiments at mesoscopic scales.
Sight Beyond Sight 0.5 Zro.png Zro
  • Mod planet sensor range mult.png +1 Sensor range
  • Time −15% Hyper jump charge time
  • Time −15% Hyper jump cooldown
  • Time −15% Jump drive cooldown
  • Overlord +15% Quantum Catapult accuracy
Tradition psionics mind readers.png Mind Readers tradition Microdosing Zro allows our navigators to sense objects beyond the reach of our scanners.
Zro Addatives
  • 0.2 Zro.png Zro
  • 15 Unity.png Unity
  • Mod leader species exp gain.png +25% Leader experience gain if biological
  • Mod leader age.png +30 Years leader lifespan if biological
  • Mod leader age.png −50% Leader accident chance if machine
R zro crystal.png Psionic Archive relic The properties of Zro are mysterious. Yet if given to our leaders, it seems they obtain slight precognitive abilities, allowing them to learn faster and avoid dangers that could have ended their lives early.
Zro Catalysis 0.5 Zro.png Zro Mod pop resource output.png +15% Resources from Psionic pops Federation spiritualist.png Holy Covenant federation level 5 Among the many mysterious properties of Zro is the ability to significantly increase the capabilities of psionic beings imbibing it.

Campaigns

Campaign edicts cost basic resources and are unlocked by the Tech planetary unification.png Planetary Unification technology.

Edict Cost Effects Requirements Description
Education Campaign 15 Energy.png Mod leader species exp gain.png +25% Leader experience gain No.pngGestalt consciousness.png Not Gestalt Consciousness Back to school! By momentarily spending resources to promote higher education programs among our leaders, their skills will improve at a faster rate.
Recycling Campaign 15 Energy.png Pop consumer goods upkeep −10% Pop consumer goods upkeep No.pngGestalt consciousness.png Not Gestalt Consciousness The populace must be taught to limit wasteful consumption of resources. A public awareness campaign to promote recycling will momentarily lower our consumer goods cost.
Fear Campaign 15 Energy.png Monthly unity +10% Monthly unity
Xenophobe.png +25% Xenophobe ethics attraction
  • Contact Communications with another empire
  • Xenophobe.pngFanatic Xenophobe.png Empire is some degree of Xenophobe
The vile and beastly nature of the xeno must be communicated to our people. They must accept the truth that we stand alone in a sea of alien filth.
Machine Learning Campaign 15 Energy.png Mod leader species exp gain.png +25% Leader experience gain Auth machine intelligence.png Machine Intelligence authority By allocating additional resources to our autonomous drones, they are able to increase the rate at which their self-learning algorithms improve their overall productivity.
Learning Campaign 15 Food.png if primary species is not Lithoid
15 Minerals.png if primary species is Lithoid
Mod leader species exp gain.png +25% Leader experience gain Auth hive mind.png Hive Mind authority By providing our autonomous drones with additional nutrients, we are able to increase their productivity.
War Drone Campaign 15 Food.png if primary species is not Lithoid
15 Minerals.png if primary species is Lithoid
Mod army damage mult.png +15% Army damage Auth hive mind.png Hive Mind authority By allocating our war drones additional nutrients, we are able to increase their strength and combat readiness.

Sacrifices

Sacrifice edicts are available only to empires with the Civic death cult.png Death Cult or Civic death cult corporate.png Corporate Death Cult civic who have at least one pop with the Job mortal initiate.png Mortal Initiate job or a subject with a pop with the Job mortal initiate.png Overlord Mortal Initiate job. All sacrifices will kill all pops holding the jobs, with the edict granting benefits scaling with what percentage of the population that had Job mortal initiate.png Mortal Initiate jobs (max 15%). In addition to its specific effects, each sacrifice grants Mod pop growth speed.png +5% pop growth speed and Unity.png +3 Unity from Job death priest.png Death Priests. Only one Sacrifice Edict can be active at any time. Unlike other edicts, sacrifices do not have an upkeep cost but only an upfront cost, and their bonus lasts for 5 years. The small empire multiplier is 0.64 with less than 50 Pop.png pops, 0.8 with less than 100 Pop.png pops, and 1 otherwise. The random multiplier is the following:

  • 16.6% chance for 15
  • 66.6% chance for 20
  • 16.6% chance for 25

The final multiplier is small empire multiplier times the random multiplier times the ratio of Job mortal initiate.png Mortal Initiates to Pop.png pops. The maximum possible multiplier is 3.75 with small empire multiplier at 1, random multiplier at 25, and ratio of Job mortal initiate.png Mortal Initiates at 15% or more.

Sacrifice: Bounty will also add +1 Monthly Pop assembly organic.png Organic Pop Assembly to Job necromancer.png Reassigner jobs if the empire has the Civic permanent employment.png Permanent Employment civic.

Edict Cost Bonus Description
Harmony Unity.png 3 months unity Mod pop happiness.png Happiness +(10 + 30*Multiplier)% The most devout amongst us are prepared to meet their fate. Their final sacrifice is a time for joyous celebration of purpose. Let every day be spent in honor of a good life!
Togetherness Unity.png 3 months unity Unity.png Unity +(10 + 50*Multiplier)% The most devout amongst us are prepared to meet their fate, ensuring that our society is brought closer together. Let our unity shine out into the lonely dark of space!
Bounty Unity.png 6 months unity
  • Energy.png Energy +(5 + 30*Multiplier)%
  • Minerals.png Minerals +(5 + 30*Multiplier)%
The most devout amongst us are prepared to meet their fate, keen that our society should be enriched by their final sacrifice. Let death cleanse the way for vibrant life, glorious in its essence!

References

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

Guardians

Version

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This article is for the PC version of Stellaris only.

Guardians are extremely powerful Spaceborne aliens added in various DLCs. They can be found in special predetermined systems and rival moons in size and mass. They are marked with a skull icon both in the fleet power box and on the galactic map, and the exact strength number can only be seen with debug mode on. Each guardian has a unique event chain. While one can just stumble over one during exploration, they can also be found with the help of the Curator Enclave. Guardians have an immense amount of health and should only be engaged mid-late game. Defeating most guardians will start a Leviathan Parade Opportunity situation.

Guardians get various bonuses to make them stronger based on the game difficulty. AI empires will only attack a guardian if their fleet power is at least 40k.

Empire with the Civic reanimated armies.png Reanimators or Civic permanent employment.png Permanent Employment civic that kill an organic guardian will gain the option to issue a special project that costs 10000 Society research society research to resurrect the guardian on their side. Reanimated guardians cannot be merged into fleets or be commanded by admirals, but they retain their original strength and power while taking up only 32 naval capacity, making them very useful even well into the late-game. Unlike conventional warships which consume energy and alloys, owned guardians must be kept fed and thus have a very high food upkeep.

Asteroid Hives

The Hive asteroid belt

A random system in the galaxy will have an asteroid belt containing 5 unique crystalline asteroids with deposits of 6-8 Minerals.png Minerals and 6 unselectable asteroids with one of them producing a chirping-like sound. Entering the system for the first time will display an event window hinting that there's more to the system than meets the eye.

If the system is claimed with a Starbase the Asteroid Hives will awaken with the following MTTH based on the number of constructed mining stations:

Mining Stations 0 1 2 3 4 5
MTTH 100 years 33.3 years 11.1 years 3.7 years 1.2 years 0.4 years

The Asteroid Hives use only strike craft as their weapons. As a result carrier ships are the ideal counters as the Asteroid Hives have no point-defense themselves and launched strike craft will engage and destroy the enemy ones before attacking the guardians. In addition carrier ships have point defenses themselves.

Defeating all 6 Asteroid Hives will grant 500 Energy.png Energy and 2000 Society research Society research in addition to allowing the system to be safely mined.

Automated Dreadnought

Automated Dreadnought patrolling the empty system's asteroid belt

A random system in the galaxy with two habitable worlds will be defended by the Automated Dreadnought, an ancient warship of old locked in patrol mode. The Automated Dreadnought uses regular ship components and can be countered appropriately.

Weapons Utility Core
  • Large 2 Launcher T2
  • Large 5 Plasma T3
  • Small 3 Plasma T3
  • Small 2 Disruptor T3
  • Point defense 3 Point-Defense T3
  • Large 6 Armor T5
  • Large 6 Shields T5
  • Auxiliary 3 Shield Capacitor
  • Auxiliary 2 Regenerative Hull Tissue
  • Ship part sensor 4.png Tachyon Sensors
  • Ship part jump drive 1.png Jump Drive
  • Ship part computer sapient.png Sapient Combat Computer (Line)
  • Ship part thruster 4.png Impulse Thrusters

Defeating the Automated Dreadnought gives the following two choices:

  1. Salvage the dreadnought for 5000 Energy.png Energy and Minerals.png Minerals and 30x monthly (1000~5000) Engineering research Engineering research.
  2. Issue a special project to repair and use it that costs 50000 Engineering research Engineering research. Dreadnought is the same as listed above except that it loses Leviathan modifiers for Mod ship hull mult.png Hull and Mod ship shield hp mult.png Shields, but it receives two additional Large Ship part shield 5.png Hyper Shields. Its Ship part jump drive 1.png Jump Drive will be upgraded to a Ship part psi jump drive 1.png Psi Jump Drive if the empire has the technology. The components will not be able to be upgraded/changed even if better tech is available (jump drive included after fully repairing it). The player-controlled dreadnought is significantly weaker than the original, possessing only about 7k of fleet power.

Enigmatic Fortress

Ancient Vault with all defenses

A random class A star system in the galaxy will house the Enigmatic Fortress, a massive space station guarded by numerous unique defense platforms. The Enigmatic Fortress uses regular components and can be countered appropriately. The installation consists of the following stations:

1 Ancient Vault 2 Ancient Guardian 2 Ancient Warden 4 Ancient Defender 8 Ancient Sentinel
Weapons
  • Large 7 Artillery T2
  • Large 1 Artillery T2
  • Small 1 Autocannon T3
  • Point defense 1 Point Defense T3
  • Large 1 Artillery T2
  • Small 1 Autocannon T3
  • Small 1 Autocannon T3
  • Point defense 1 Point Defense T3
  • Small 1 Autocannon T3
Utility
  • Large 8 Shield T6
  • Large 7 Armor T5
  • Auxiliary 1 Enigmatic Decoder
  • Auxiliary 1 Shield Capacitor
  • Large 8 Shield T6
  • Large 4 Armor T5
  • Auxiliary 1 Enigmatic Decoder
  • Auxiliary 1 Shield Capacitor
  • Large 4 Shield T6
  • Large 3 Armor T5
  • Auxiliary 1 Shield Capacitor
  • Large 2 Shield T6
  • Large 2 Armor T5
  • Medium 2 Shield T6
  • Auxiliary 1 Shield Capacitor
  • Large 1 Armor T5
  • Medium 4 Shield T6
  • Auxiliary 1 Shield Capacitor
Core
  • Ship part dark matter power core.png Dark Matter Reactor
  • Ship part sensor 4.png Sensor T4
  • Ship part dark matter power core.png Dark Matter Reactor
  • Ship part sensor 4.png Sensor T4
  • Ship part dark matter power core.png Dark Matter Reactor
  • Ship part sensor 4.png Sensor T4
  • Ship part dark matter power core.png Dark Matter Reactor
  • Ship part sensor 4.png Sensor T4
  • Ship part dark matter power core.png Dark Matter Reactor
  • Ship part sensor 4.png Sensor T4

Defeating the Enigmatic Fortress will start a lengthy event chain that must be completed to gain its rewards. Letting the timer expire at any point will result in the vault repowering.

No. Choice Outcome
1 Demolitions Team (1 army transport) Expedition proceeds but the army is lost
Local Power Surge - Go with the higher estimate (−500 Energy.png energy) (science ship) Vault repowers
Local Power Surge - Go with the lower estimate (−50 Energy.png energy) (science ship) Expedition proceeds
2 Place metal rings around the remaining two poles Vault repowers
Search for torus-shaped indentations on the bulkhead Vault repowers
Rearrange the metal tori on the poles Expedition proceeds
Remove center and rightmost poles from the pedestal Vault repowers
3 Home System Research - The beginning Vault repowers
Home System Research - The middle Event success
Home System Research - The end Vault repowers
Supply Dark Matter (−10 Dark Matter.png Dark Matter) (science ship) Event success
Use Force (1 military ship) Event failed - the vault and all ships in the system are destroyed, every habitable planet is turned into a Tomb world and every uninhabitable one into a Molten world.
Black Hole Research (special project) Event success

Successfully investigating the Enigmatic Fortress will grant 1000-5000 Research.png Research across all fields as well as unlock the Tech enigmatic encoder.png Enigmatic Encoder and Tech enigmatic decoder.png Enigmatic Decoder technologies.

Infinity Machine

Infinity Machine orbiting Gargantua

A black hole system in the galaxy named Gargantua will house the Infinity Machine, the only guardian in the game that's not hostile. At first no interaction with the Infinity Machine is possible but a year or two after being discovered the guardian will send a transmission and start a special project that requires 360 days and at least a level 3 scientist leader to be finished. Completing the special project allows the following options:

  • Materialist.pngFanatic Materialist.png Materialist empires can attempt to hack the Infinity machine. Chance is 50% and if successful it permanently grants a +5% Research.png Research Output empire modifier as well as either the Tech sentient ai.png Positronic AI or the Tech zero point power.png Zero Point Power technology. If both were already researched it will grant 1000-5000 Society research Society research. For Gestalt consciousness.png Gestalt Consciousness empires this is the only option. This approach destroys the Infinity Machine.
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist empires can declare the Infinity Machine a divine object, granting a +5% Mod pop happiness.png Happiness empire modifier.
  • Militarist.pngFanatic Militarist.png Militarist empires can destroy the Infinity Machine with an army without fighting it to gain the same bonuses as when defeating it.
  • All empires can communicate with the infinity Machine after the special project is completed. Militarist.pngFanatic Militarist.png Militarist and Fanatic Egalitarian.png Fanatic Egalitarian empires can try saying the liar's paradox but the guardian merely finds paradoxes boring. The empire can offer to help it and start a special project that requires 1800 days and a science vessel to be finished. Finishing the project will have one of the following outcomes.
    • 50%: the project fails but the Infinity Machine will reward the empire with the Tech sentient ai.png Positronic AI technology. If already researched it will grant the Tech zero point power.png Zero Point Power technology. If both were researched it will grant the empire a +5% Research.png Research Output empire modifier.
    • 25%: the project succeeds and the Infinity Machine enters the black hole. It will grant the Tech sentient ai.png Positronic AI technology. If already researched it will grant the Tech zero point power.png Zero Point Power technology. If both were researched it will grant 150 Influence.png Influence. In addition the black hole will get a 4 Research.png Research deposit.
    • 25%: the project succeeds and the Infinity Machine enters the black hole and shrinks it to a smaller size renamed Pantagruel which will get a 10 Research.png Research deposit. The empire will get 200 Influence.png Influence and permanently gain the Mirror of Knowledge modifier (+10% Mod country all tech research speed.png Research Speed). In addition a Curator Enclave can be contacted and given some info for 500 Engineering research Engineering Research.

Alternatively the Infinity Machine can be attacked, forcing it to open and become aggressive. The guardian comes equipped with lasers, strike craft, heavy shields and regeneration components and has good evasion. As a result, shielded fleets using kinetic weapons are the ideal counter. Destroying the Infinity Machine will allow it to be broken down for 700-4000 Minerals.png Minerals and 250-500 Influence.png Influence. Alternatively empires that are not Gestalt consciousness.png Gestalt Consciousness can study its nature to permanently unlock the next tier of Trait mechanical.png Mechanical Pop research. Destroying the Infinity Machine removes any empire modifier.

Total stats Armaments Utilities Core components

Mod ship hull mult.png 50,000 Hull Points

  • Mod ship armor mult.png 20,000 Armor
Mod ship shield hp mult.png 125,000 Shields0
    • Base 0
    • Utilities 21,800
    • Leviathan Modifiers 104,000

Mod ship speed mult.png 140 Speed

  • Mod ship evasion mult.png 50% Evasion
  • Damage/Time 1750 avg dmg / day
Extra large 1x Ship part energy lance 2.png Infinite Gun0
    • Damage 500-1000 Damage
    • 150% damage against Shield Shields
    • Time 11.50 day cooldown
    • Mod ship tracking add.png 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult.png 120 Range
    • Damage/Time 55.43

Hangar 4x Tech strike craft 3.png Advanced Strike Craft

Point defense 6x Tech lasers 1.png Defense of Infinite Points0
    • Damage 15-20 Damage
    • Time 0.60 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult.png 10 Range
    • Damage/Time 20.33
Ship part jump drive 1.png Jump Drive

Horizon Signal

If the Horizon Signal event chain has been started entering the Gargantua system, whether it's the first time or not, will have the Infinity Machine initiate contact and ask you for 800 Energy.png Energy and Minerals.png Minerals. Refusing with either of the two options will have the guardian ask again next time a ship enters the system. Accepting will have the Infinity Machine disappear like the Horizon Signal science ship and add a 10 Society research Society Research deposit to Gargantua.

Spectral Wraith

650THz Spectral Wraith

The Spectral Wraith is a guardian that can only appear during the mid-game years. A random pulsar in the galaxy when surveyed will reveal a unique Pm strong magnetic field.png Pulse Germination modifier. The first empire that surveys the pulsar will be shown an event window pointing to the date when the mid-game starts and hinting that is the system where the Spectral Wraith will spawn.

Unlike other guardians the Spectral Wraith is completely mobile and can travel anywhere in the galaxy. It will spawn in one of three colors: red, yellow or blue. In systems whose star has the same color (M for red wraiths, G for yellow wraiths, and A or B for blue wraiths) the Spectral Wraith will gain -50% Armor Armor and Evasion Evasion. Other star types do NOT trigger this debuff, even if the color mentioned in the star's description matches (e.g. Red Giants have no effect); and it also will not trigger in binary/trinary systems. Aside from the debuff, the color variation is purely cosmetic.

Combat:

  • the hull has 20k Hitpoints, 10k Armor and a serious 75% Evasion. With aforementioned debuff reducing it to 5k Armor, 25% Evasion. Accordingly, small Energy Weapons offer the right amount of Tracking and Anti-Armor Ability, but with the high hull/armor ratio just about any weapon can work
  • the Weapons deal 100% to hull, 200% to Armor, 50% to Shields, at 80% Accuracy, 75% Tracking
  • Destroyers or Cruisers with small to medium guns and heavy shields or crystal plating should be ideal and available
  • Defeating it is possible starting ~5k Fleet power, assuming a perfect countering built. With ~10k the player is able to defeat it trivially even with suboptimal conditions like large guns and a pulsar system. This makes it one of the weakest Leviathans, but in turn catching it is usually the issue.
Total stats Armaments Utilities Core components
  • Mod ship hull mult.png 20,000 Hull Points
  • Mod ship armor mult.png 10,000 Armor
  • Mod ship shield hp mult.png 0 Shields
  • Mod ship speed mult.png 80 Speed
  • Mod ship evasion mult.png 75% Evasion
  • Damage/Time 520 avg dmg / day
Large 6x Tech lasers 1.png 450THz Emitter0
    • Damage 150-250 Damage
    • 50% damage against Shield Shields
    • 200% damage against Armor Armor
    • Time 1.85 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult.png 150 Range
    • Damage/Time 86.48
Ship part warp drive 3.png Bio-Drive (Guardian)0
    • Time −80% FTL charge time
    • Fleet action button jump.png Tactical jump

Ship part thruster 4.png Bio-Propulsion (Guardian)

Ship part sensor 4.png Bio-Sensors (Guardian)00
    • Mod planet sensor range mult.png Sensor range 4
    • Mod planet sensor range mult.png Hyperlane detection range 8

Ship part computer default.png Basic Combat Computer

Defeating the leviathan gives a permanent empire modifier with the following effects:

  • Research speed (Physics) +5% Physics Research Speed
  • Damage +5% Energy Weapons Damage
  • Energy.png +10% Energy from Jobs

Stellar Devourer

Real scale of the Stellar Devourer

A random class M star system in the galaxy will appear empty on sensors but reveal the Stellar Devourer when entered, a glowing spaceborne entity that feeds upon stars. If the Stellar Devourer was engaged and did not lose at least 67% HP it will attack one of the attacker's systems until the starbase is disabled and then stay for 90 days until retreating. If the system is colonized all planets will get −25% Mod pop happiness.png Happiness and Mod habitability.png habitability until the guardian leaves.

The Stellar Devourer's weapons are mostly energy and torpedoes, so shields and point defense are an effective counter. It has extremely high hull and point-defenses, but no armor or shields, making hull-damaging weapons such as plasma weapons and particle launchers the most effective counter.

Total stats Armaments Utilities Core components
  • Mod ship hull mult.png 200,000 Hull Points
  • Mod ship armor mult.png 0 Armor
  • Mod ship shield hp mult.png 0 Shields
  • Mod ship speed mult.png 45 Speed
  • Mod ship evasion mult.png 40% Evasion
  • Damage/Time 2250 avg dmg / day
Extra large 1x Ship part energy lance 2.png Devouring Beam0
    • Damage 5000-12000 Damage
    • 75% damage against Shield Shields
    • 200% damage against Armor Armor
    • 200% damage against Mod ship hull mult.png Hull
    • Time 8.00 day cooldown
    • Mod ship tracking add.png 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult.png 100 Range
    • Damage/Time 906.89
Guided 4x Tech torpedoes 3.png Stellar Torpedo0
    • Mod ship hull mult.png 100 Hull Points
    • Mod ship evasion mult.png 100% Evasion
    • Damage 500-750 Damage
    • Ignore Shield Shields
    • 150% damage against Armor Armor
    • Time 5.50 day cooldown
    • Mod ship tracking add.png 100% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult.png 150 Range
    • Damage/Time 113.63
Large 4x Tech plasma 1.png Stellar Plasma0
    • Damage 250-352 Damage
    • 50% damage against Shield Shields
    • Time 1.85 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult.png 150 Range
    • Damage/Time 124.32
Point defense 8x Tech lasers 5.png Stellar laser0
    • Damage 10-12 Damage
    • 50% damage against Shield Shields
    • 200% damage against Armor Armor
    • Time 1.10 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult.png 10 Range
    • Damage/Time 8.00
Ship part warp drive 3.png Bio-Drive (Guardian)0
    • Time −80% FTL charge time
    • Fleet action button jump.png Tactical jump

Ship part thruster 3.png Plasma Thrusters

Tech combat computers 2.png Stellarite Combat Computer (Guardian)0
    • Mod ship fire rate mult.png +10% Fire rate
    • Mod ship tracking add.png +4 Chance to Hit

Defeating the Stellar Devourer will give the choice to either Study the egg sac, or to study the corpse, which will issue a special project to investigate its remains that takes 60 days to be finished. Once examined it will give the following options:

  1. Harvest the body's energy deposits for a large bonus of 10,000 Energy.png Energy, 2000 Minerals.png Minerals and 80 Influence.png Influence.
  2. Try to reignite the Sun in the leviathan's home System. The Project has a 30% chance to kill the scientist and its ship but is guaranteed to turn the whole System more habitable: All Frozen Planets will become Arctic planets. All other planets undergo a temperature increase as well, rerolling them completely.
  3. Xenophobe.pngFanatic Xenophobe.png Xenophobe and Militarist.pngFanatic Militarist.png Militarist empires have the option to instead gain the unique D monument.png Stellar Devourer Trophy planetary feature (+8 Unity.png Unity, +5% Mod pop happiness.png Happiness ) on the empire capital, as well as 500 Influence.png influence.

Corrupted Avatar

Corrupted Avatar

A randomly placed system with a wormhole will bring an event window when first entered, mentioning a signal coming out of the wormhole and hinting that this specific wormhole is different from the rest. Exploring the wormhole will reveal its connection to a trinary system in the galaxy with no hyperlane connections. Said system is guarded by a Corrupted Avatar (aka Psionic Entity). The Avatar uses only energy weapons that ignore armor but do -75% damage to shields. It has moderate hull and strong shields but no armor or PD, making missiles and strike craft very effective.

Defeating the Corrupted Avatar allows free access to the system, which contains a Planet gaia.png Gaia World which when surveyed will reveal a level V anomaly. Investigating the anomaly grants access to the Tech neuroregeneration.png Neural Tissue Engineering technology to organic empires or 300-1000 Society research Society Research if Auth machine intelligence.png Machine Intelligence. The gas giant in the system will also have an Exotic gases.png Exotic Gases deposit.

The Corrupted Avatar can be avoided by setting a science ship's stance to passive and guiding it around the guardian. This approach does not allow colonizing the Gaia World but it does allow the research reward to be claimed.

If a Sentry Array has been completed the system housing the Corrupted Avatar can be seen but cannot be entered with Jump Drives until the system has been entered via the wormhole first.

Unlike other guardians the Corrupted Avatar will always be present if the required DLC is installed. Its system is accessible only via a wormhole which will appear even if wormholes were disabled on game startup.

In the Utopia.png Utopia DLC Corrupted Avatars can also appear for 10 years following Shroud failures. They have the same stats but do not grant any reward upon being defeated.

Tiyanki Matriarch

Tiyanki Matriarch; can be reanimated

A random system in the galaxy with a Gaia World and another habitable world will be home to the Tiyanki Matriarch, the eldest member of the species and the only one to be aggressive when approached. The Matriarch has two weapons - one that ignores armor and does -75% damage against shields and one that deals double damage against both shields and armor. It also has significant armor and very high hull but no shields and as a result should be engaged with energy weapons.

Total stats Armaments Utilities Core components

Mod ship hull mult.png 125,000 Hull Points

Mod ship armor mult.png 14,000 Armor0
    • Base 3,000
    • Utilities 11,000

Mod ship shield hp mult.png 0 Shields

  • Mod ship speed mult.png 60 Speed
  • Mod ship evasion mult.png 15% Evasion
  • Damage/Time 1000 avg dmg / day
TitanShip part space whale weapon.png Tiyanki Bite0
    • Damage 5000-12000 Damage
    • 200% damage against Shield Shields
    • 200% damage against Armor Armor
    • Time 21.75 day cooldown
    • Mod ship tracking add.png 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult.png 150 Range
    • Damage/Time 333.57
LargeShip part space whale weapon.png Tiyanki Siphon0
    • Damage 250-1000 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 2.70 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult.png 250 Range
    • Damage/Time 185.18

Large 10× Ship part dragon armor.png Tiyanki Armor

  • 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

Defeating the Tiyanki Matriarch will breach the Galactic Law if the Tiyanki Conservation Act Resolution was passed and the empire is a member of the Galactic Community. Doing so will also incur a fine of −5000 Energy.png Energy Credits.

Defeating the Tiyanki Matriarch gives the following rewards:

  • If the empire researched the Tech leviathan transgenesis.png Leviathan Transgenesis technology it unlocks the Trait tiyanki.png Polymelic trait for genetic modification.
  • Reth Unddol, a level 5 admiral with the unique Leader trait hells heart.png Hell's Heart trait. Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal empires will kill him for 120-350 Unity.png Unity instead.
  • AH4B, a mid-game level battleship with 4k fleet power that can be used or scrapped for 1500 Minerals.png Minerals. It comes equipped with the following components:
Weapons Utility Core
  • Guided 1 Missile T5
  • Guided 1 Whirlwind Missile T2
  • Guided 2 Torpedoes T3
  • Small 4 Plasma T3
  • Small 1 Autocannon T3
  • Large 4 Armor T5
  • Large 4 Shields T5
  • Auxiliary 1 Shield Capacitor
  • Auxiliary 1 Advanced Afterburners
  • Ship part hyper drive 3.png Hyper Drive III
  • Ship part computer default.png Advanced Combat Computer (Artillery)
  • Ship part thruster 3.png Plasma Thrusters

Voidspawn

Voidspawn; can be reanimated

The Voidspawn is an unborn guardian, hidden within a size 20 Trait pc desert preference.pngTrait pc arid preference.pngTrait pc savannah preference.png Dry world orbiting a class G star. Within a year after colonizing a planet in the system, an event will mention how the dry world has a pulse. Within the next half a year the planet will change its appearance, add 30 Devastation.png Devastation and create 3 Rifts Blockers. Within another half a year one of two things will happen. Either the pulse will stop or the planet will once again change its appearance, add 30 Devastation.png Devastation and create 3 Rifts Blockers. Should the latter happen the Voidspawn will hatch in a few months, destroying the colony and turning the planet into a Cracked World with a 20 Society research Society Research deposit. A month later it becomes hostile.

The Voidspawn uses only guided weapons. It has high hull and armor but no shields, making energy weapons effective against it.

Total stats Armaments Utilities Core components

Mod ship hull mult.png 100,000 Hull Points

Mod ship armor mult.png 111,100 Armor0
    • Base 100,000
    • Utilities 11,100

Mod ship shield hp mult.png 0 Shields

  • Mod ship speed mult.png 100 Speed
  • Mod ship evasion mult.png 25% Evasion
  • Damage/Time 312 avg dmg / day
GuidedShip part space whale weapon.png Void Spawn0
    • Damage 250-500 Damage
    • Ignore Shield Shields
    • 80% damage against Armor Armor
    • 200% damage against Mod ship hull mult.png Hull
    • Time 5.00 day cooldown
    • Mod ship tracking add.png 100% Accuracy
    • Tracking 80% Tracking
    • Mod ship weapon range mult.png 120 Range
    • Damage/Time 85.00
  • 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

Tech combat computers 1.png Specialized Combat Computer (Artillery)

Defeating the guardian grants 600-6000 Unity.png Unity and brings the option to start a special project to research what was left of the egg planet that takes 140 days. Finishing the project and grants the Tech gargantuan evolution.png Gargantuan Evolution technology. Alternatively empires that reserached the Tech leviathan transgenesis.png Leviathan Transgenesis technology can choose to unlock the Trait voidling.png Voidling trait for genetic modification.

If the Voidspawn did not hatch the planet will return to its original appearance once all Rifts Blockers are removed.

Scavenger Bot

Scavenger Bot in the debris field

A random class M Red Giant star system will contain an ancient battlefield debris field patrolled by the Scavenger Bot, an ancient construct constantly scrounging the debris field for new parts.

The guardian uses only guided weapons. It uses equal amounts of shields and armor but has no point-defense and barely any evasion, making both guided weapons and strike craft very effective against it.

Total stats Armaments Utilities Core components

Mod ship hull mult.png 100,000 Hull Points

Mod ship armor mult.png 60,000 Armor0
    • Base 50,000
    • Utilities 10,000
Mod ship shield hp mult.png 70,000 Shields0
    • Base 50,000
    • Utilities 20,000

Mod ship speed mult.png 90 Speed

  • Mod ship evasion mult.png 10% Evasion
  • Damage/Time 750 avg dmg / day
Titan 1x Tech mass accelerator 1.png Scrap launcher0
    • Damage 5000-10,000 Damage
    • 200% damage against Shield Shields
    • 80% damage against Armor Armor
    • 200% damage against Mod ship hull mult.png Hull
    • Time 21.75 day cooldown
    • Mod ship tracking add.png 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult.png 150 Range
    • Damage/Time 293.10
Guided 7x Proximity Mines.png Proximity Mines0
    • Mod ship hull mult.png 100 Hull Points
    • Mod ship evasion mult.png 0% Evasion
    • Damage 100-150 Damage
    • Ignore Shield Shields
    • 80% damage against Armor Armor
    • 150% damage against Mod ship hull mult.png Hull
    • Time 2.10 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult.png 80 Range
    • Damage/Time 47.61
Ship part reactor 3.png Cold Fusion Reactor

Defeating the Scavenger Bot grants the following rewards:

  • Tech nanite repair system.png Nanite Repair System technology
  • Tech nanite autocannon.png Nanite Autocannon technology
  • Tech nanite flak batteries.png Nanite Flak Battery technology
  • Tech mass drivers 5.pngTech lasers 5.pngTech missiles 5.pngTech ship armor 5.pngTech shields 5.png Two random tier V component techs or a large amount of Engineering research Engineering research if all techs were already researched.
  • The system has two broken worlds that bring in a total 20 Minerals.png Minerals and 1 Nanites.png Nanites when mined.

Space Dragons

Space Dragons are giant dragon-like guardians that are the sole survivors of the universes they were born in. Despite their different appearances they all fight identically. Space Dragons use only energy weapons that do slightly less damage to shields and have high hull and armor but no shields itself. As a result, shielded fleets equipped with energy weapons are the ideal counter.

Total stats Armaments Utilities Core components

Mod ship hull mult.png 150,000 Hull Points

Mod ship armor mult.png 105,000 Armor0
    • Base 100,000
    • Utilities 5000

Mod ship shield hp mult.png 0 Shields

  • Mod ship speed mult.png 160 Speed
  • Mod ship evasion mult.png 25% Evasion
  • Damage/Time 825 avg dmg / day
Extra large 1x Ship part energy lance 2.png Dragon's Breath0
    • Damage 5000-12000 Damage
    • 75% damage against Shield Shields
    • 200% damage against Armor Armor
    • 200% damage against Mod ship hull mult.png Hull
    • Time 21.75 day cooldown
    • Mod ship tracking add.png 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult.png 150 Range
    • Damage/Time 333.57
Medium 8x Ship part energy lance 2.png Wing Skewer0
    • Damage 100-150 Damage
    • 80% damage against Shield Shields
    • Time 2.1 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult.png 80 Range
    • Damage/Time 47.62
Point defense 4x Ship part energy lance 2.png Drake's Lightning00
    • Damage 10-12 Damage
    • 80% damage against Shield Shields
    • Time 1.1 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult.png 10 Range
    • Damage/Time 8.00
Ship part warp drive 3.png Bio-Drive (Guardian)0
    • Time −80% FTL charge time
    • Fleet action button jump.png Tactical jump

Ship part thruster 4.png Bio-Propulsion (Guardian)

Ship part sensor 4.png Bio-Sensors (Guardian)00
    • Mod planet sensor range mult.png Sensor range 4
    • Mod planet sensor range mult.png Hyperlane detection range 8

Tech combat computers 1.png Specialized Combat Computer (Artillery)

If an admiral leads a fleet that defeats either the Ether Drake or the Sky Dragon it will gain the Leader trait glory seeker.png Dragonslayer trait. In addition the empire will eventually unlock the Tech dragon armor.png Artificial Dragonscales technology, or 100-4000 Minerals.png Minerals and 1000-100000 Society research Society research if the technology was already obtained from the other dragon.

Empires that reasearched the Tech leviathan transgenesis.png Leviathan Transgenesis technology prior to defeating a Space Dragon will unlock the Trait drake scaled.png Drake-Scaled trait for genetic modification.

Ether Drake

Ether Drake; can be reanimated

A random class F star system in the galaxy will feature a Planet molten.png Molten World called Dragon's Hoard guarded by the Ether Drake, a dragon-like guardian the size of a moon. Initially the Ether Drake will stay and guard Dragon's Hoard but should it be attacked enough to lose 20% HP it will go to two random systems belonging to the attacker and destroy their starbases. After the Ether Drake leaves if the systems were colonized the starbases will be rebuild into frontier outposts. If the Ether Drake loses 85% HP it will stay or retreat to Dragon's Hoard and heal.

Defeating the Ether Drake grants the following rewards:

  • 300 Influence.png Influence
  • The Empire gains the R dragon trophy.png Ether Drake Trophy Relic
  • If an Admiral was leading the fleet that defeated it, it may gain the Leader trait glory seeker.png Dragonslayer trait
  • The Dragon's Hoard, which outputs 30 Energy.png Energy and 30 Minerals.png Minerals. Building a mining station above it will reveal both of the following within 50 years, though not necessarily at the same time:
    • Remains of the Ether Drake's mate: The remains can be studied to unlock the Tech dragon armor.png Artificial Dragonscales technology. Alternatively, they can be grinded for 100-4000 Minerals.png Minerals and 1000-100000 Society research Society research.
    • Ether Drake's egg: The egg can be smashed for 300 Influence.png Influence or used in a timed special project that takes 50000 Society research Society research to hatch a controllable Ether Hatchling with about 7K Fleet Power. Unlike the controllable Space Amoeba, the Ether Hatchling will never grow to a full sized Ether Drake.

Shard

Shard; can be reanimated

Shard is a guardian that fights identically to the Ether Drake. She appears upon the conclusion of the Archaeology map icon.png Kleptomaniac Rats Archaeology Site excavation.

If the Relic World is colonized, Shard will destroy the colony in two years if she's not defeated.

As the excavation already requires claiming the system, the starbase can be upgraded into a bastion citadel in preparation for the fight. Alternatively the final Chapter of the site can be delayed to better prepare technologically.

If Shard spawns adjacent to a Fallen Empire, it will send a fleet to defeat her, rendering the Rubricator unobtainable.

Defeating her grants the R rubricator.png Rubricator Relic and begins A Dirge for the Shard Opportunity.

Sky Dragon

Sky Dragon; can be reanimated

All empires with the Origin here be dragons.png Here Be Dragons origin will start the game with a Sky Dragon guardian. The guardian is allied with the owner of its system and can only be attacked by empires who are at war with the system owner.

Between 6.5 and 13.5 years after the game has started the owner of the system will get a notification that the Sky Dragon is hungry and be given the option to let it land on the capital, refuse or observe.

  • If refused the Sky Dragon will kill 2 pops and add two blockers on the capital.
  • If observing the Sky Dragon will kill 1 pop and then feed.
  • Allowing it to land costs 75 Influence.png Influence and the Sky Dragon will feed.

Feeding the Sky Dragon takes 14-16 years, during which the capital will gain the D landed dragon.png Feeding Dragon planetary feature. When feeding is complete the empire will be given a reward to choose between a small amount of Research.png Research or 1000 Energy.png Energy and 100 Exotic gases.png Exotic Gases. The Sky Dragon will not protect the system while feeding but if another empire attempts to invade the planet the guardian will cancel feeding and protect the system.

If the system owner researches at least 2 Society research Society and 2 Engineering research Engineering technologies during the first 13-49 years it will gain the option to issue one of two special projects:

  • Remote Dragon Scanning special project grants a moderate amount of Society research Society research.
  • Dragon Specimen Gathering special project brings the following outcomes:
    • 30% chance the science ship and scientist are destroyed and the project can be attempted again with a different outcome
    • 55% chance the project can be attempted again with a different outcome
    • 15% chance the project succeeds and the empire will unlock the next Tech ship armor 2.pngTech ship armor 3.pngTech ship armor 4.pngTech ship armor 5.png armor technology.
    • If the project is attempted a second time there is a 75% chance the Sky Dragon will kill 2 pops and add two blockers on the capital. The chance is reduced to 25% if the dragon was fed. If this second attempt is successful, gain 50% of the science cost for the next Tech ship armor 2.pngTech ship armor 3.pngTech ship armor 4.pngTech ship armor 5.png armor technology instead of 100%.

After either special project has completed and the empire has established communications with at least 70% of the galaxy a first contact will be established with the Sky Dragon. Finishing the first contact grants 150 Influence.png Influence and an increased amount of Unity.png Unity.

After establishing first contact with the Sky Dragon and picking 6 ascension perks, or 4 ascension perks and finishing a tradition tree unlocked by an ascension path, the guardian will ask the empire to help raise its children. Refusing will grant 500 Influence.png Influence but the Sky Dragon will disappear. If the offer is accepted the empire will gain control of Sky Dragon and unlock the Sb dragon hatchery.png Dragon Hatchery starbase building.

Dimensional Creatures

Dimensional creature emerging in the current dimension

Dimensional Creatures are nightmarish guardians that originate from a different dimension. They start the same situation should they be defeated, called Horrific Inverse Mass.

Dimensional Creatures cannot move but their tentacles can strike across the entire system. Their weapons ignore armor but do -75% damage to shields. They have equal amounts of shields, armor and hull as well as no evasion, making shielded fleets using the long-ranged Kinetic Artillery or size X weapons the ideal counter.

Total stats Armaments Utilities Core components
  • Mod ship hull mult.png 100,000 Hull Points
  • Mod ship armor mult.png 100,000 Armor
  • Mod ship shield hp mult.png 100,000 Shields
  • Damage/Time 900 avg dmg / day
Extra large 1x Ship part energy lance 2.png Dimensional Beam0
    • Damage 500-5000 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 17.50 day cooldown
    • Mod ship tracking add.png 85% Accuracy
    • Tracking 0% Tracking
    • Mod ship weapon range mult.png 250 Range
    • Damage/Time 133.57
Large 2x Tech lasers 1.png Dimensional Ripper0
    • Damage 250-1000 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 2.70 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 75% Tracking
    • Mod ship weapon range mult.png 250 Range
    • Damage/Time 185.18
Medium 2x Tech lasers 1.png Dimensional Render0
    • Damage 100-400 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 2.50 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult.png 250 Range
    • Damage/Time 80.00
Small 2x Tech lasers 1.png Dimensional Striker0
    • Damage 50-200 Damage
    • 25% damage against Shield Shields
    • Ignore Armor Armor
    • Time 2.30 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 25% Tracking
    • Mod ship weapon range mult.png 250 Range
    • Damage/Time 43.47
Point defense 4x Ship part energy lance 2.png Dimensional Guard0
    • Damage 10-50 Damage
    • Time 1.60 day cooldown
    • Mod ship tracking add.png 80% Accuracy
    • Tracking 50% Tracking
    • Mod ship weapon range mult.png 250 Range
    • Damage/Time 15.00
Ship part sensor 4.png Bio-Sensors (Guardian)00
    • Mod planet sensor range mult.png Sensor range 4
    • Mod planet sensor range mult.png Hyperlane detection range 8

Tech combat computers 1.png Specialized Combat Computer (Artillery)

The Worm

The Worm will appear in the capital system of an empire at the end of the Horizon Signal event chain if its offer has been refused. Defeating it grants the following rewards:

  • 1500-3000 Energy.png Energy
  • 1000-8000 Physics Research Physics Research
  • If the Ancient Relics.png Ancient Relics DLC is installed it gives the R worm scales.png Scales of the Worm relic

Dimensional Horror

A random black hole system in the galaxy will appear empty on sensors but reveal the Dimensional Horror when first entered. There are no interactions with it beyond killing it. Defeating the Dimensional Horror will leave behind a dimensional rift with a special project that takes 140 days to be researched. Once examined, it will give the following rewards:

  • 4000-6000 Physics Research Physics Research
  • 4000-6000 Society research Society Research
  • Unlocks the Tech jump drive 1.png Jump Drive technology with 50% progress if not already researched<