Warfare

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This article has been verified for the current PC version (4.0) of the game.

As long as there is at least one empire present that is not Fanatic pacifist.png Fanatic Pacifist, war is an almost inevitable aspect in any game and can be anything from a small border skirmish to a massive interstellar war of conquest. Wars are how mid-game and end-game borders are usually drawn.

When an AI empire is about to declare war, it will first move fleets towards the border of the target. Targeted empires that have any military intel on the aggressor will receive a warning, with higher military intel levels providing a more accurate estimate on when war will be declared.

Depending on diplomatic agreements, wars may have more than one empire on either side. In that case the empire that declared war and the empire that was declared war upon will be designated as the war leaders for their respective sides. Only war leaders can offer or accept surrenders or status quos. AI allies in a war will occasionally send their fleets to follow the fleets of the war leader.

Casus belli and wargoals[edit | edit source]

In order for an empire to start a war, it needs a Diplomacy status casus belli holder.png Casus Belli – a reason to declare war. Each casus belli grants access to at least one type of wargoal, which represents the purpose of the war. Once a war is declared, the attacked empire has a year to choose its wargoals.

Status quo effects do not include the defender's capital. In case of status quo the defender will retain its capital system regardless of occupation.

Casus belli and wargoals Requirements Surrender acceptance Victory effect Status quo effect
Claim
  • Species right colonization rights.png Conquer
Has existing claims on the target's systems
  • −10 per system
  • −100 per colonized system
Gain ownership of all systems with claims from the loser, even if not occupied. All systems occupied by the loser are returned, regardless of claims.
Generate 25% less threat from conquering.
Each side keeps all systems they have fully occupied if they have claims on them.
Generate 25% less threat from conquering.
Counterattack
  • Diplomacy restore community.pngDiplomacy force ideology.pngDiplomatic rival mutual icon.png Counterattack
  • Mutual Defense The Enemy of My Enemy resolution (3)
  • No.pngDiplomacy restore community.png Target is not a member of the Galactic Community
  • Diplomacy war.png Target is at offensive war with a Galactic Community member
0 Gain ownership of all systems with claims from the loser, even if not occupied. All systems occupied by the loser are returned, regardless of claims.
Generate 33% less threat from conquering.
Each side keeps all systems they have fully occupied if they have claims on them.
Generate 33% less threat from conquering.
Animosity
  • Diplomacy opinion.png Humiliate
  • Either:
  • Diplomacy rivalry.png Rivalry
  • Mutual Defense Castigation Proclamation resolution (4)
  • Diplomacy war 2.png Defender
−25 Gain 100 Influence.png Influence. Loser loses all of its Influence.png Influence, gains Influence.png −33% monthly influence gain and Happiness.png −10% happiness for 10 years. If the loser had the Supremacist Supremacist Diplomatic Stance policy, it is changed to Diplomatic stance belligerent.png Belligerent. Each side keeps all systems they have fully occupied if they have claims on them.
Ideology
  • Diplomacy force ideology.pngNavbar icons factions.pngImpose Ideology
  • Menu icon policies.png War philosophy policy set to Liberation Wars
  • No.pngGestalt consciousness.png Target is not a Gestalt Consciousness
−100 Loser and all its individualist subjects are forced to shift ethics towards those of the victor and their rulers are replaced. Loser will leave a federation if it's part of one and any rivalry with the attacker is ended. Authority is also shifted to that of the winner unless the winner has Corporate Corporate authority, in which case the loser will gain the Oligarchic Oligarchic authority and the Merchant Guilds Merchant Guilds civic.

If the loser has the Shared Burdens Shared Burdens, Crusader Spirit Crusader Spirit or Divine Sovereign Divine Sovereign civics it loses them.

If at least 1 colonized system is fully occupied, then all systems fully occupied by the attacker will be turned into an empire with the attacker's ethics and the Origins separatists.png Liberated origin.
Despoliation
  • Pirate Codex.png Plunder
Barbaric Despoilers Barbaric Despoilers civic −25 Take 250 Energy Credits.png Energy and 250 Minerals.png Minerals from the loser for every planet they control, regardless of how much they actually have. Loser gets −20% Energy Credits.png Energy and Minerals.png Minerals for 10 years.

During the war, if the attacking empire invades and captures the capital of the defending empire, there is a 50% chance to steal one of the defenders owned Relics.

Each side keeps all systems they have fully occupied if they have claims on them.
Pirate Raid
  • Pirate Codex.png Plunder
Letters of Marque Letters of Marque civic −25 Take 500 Energy Credits.png Energy and 50 Minerals.png Minerals from the loser for every planet they control, regardless of how much they actually have. Loser gets −20% Energy Credits.png Energy and Minerals.png Minerals for 10 years. Each side keeps all systems they have fully occupied if they have claims on them.
Expropriation
  • Diplomacy force ideology.pngCorporate Expel Corporation
  • No.pngDiplomacy commercial pact.png Commercial Pact with the target empire
  • No.pngDiplomacy federation.png Members of the same Federation
  • Corporate empire has at least one branch office on an owned planet
−50 Corporate empire closes all branch offices on the attacker's planets. Gain 1000 Energy Credits.png Energy per branch office. Corporate empire closes all branch offices on the attacker's planets. Corporate empire gains 1000 Energy Credits.png Energy per branch office.
Hostile Takeover
  • Diplomacy force ideology.pngPrecious Metals.png Seize Assets
  • Corporate Both empires have Corporate authority
  • Yes.png Target has at least one branch office
  • No.pngCriminal Heritage Criminal Heritage civic
−75 All branch offices on planets whose owners have a commercial pact or federation with victor are transferred to the victor. If loser is part of a federation, branch offices on other members' planets are kept. None
Claim the Galatron
  • Diplomacy closed borders.png Take Galatron
  • R galatron.png Target empire used the Galatron relic
  • Menu icon policies.png War philosophy policy set to Unrestricted Wars
  • No.pngGestalt consciousness.png Gestalt Consciousness
−40 Gain the Galatron relic and 100 Influence.png influence. Loser loses all of its Influence.png Influence and gains Influence.png −33% monthly influence gain and Happiness.png −10% happiness for 10 years. Attacker gains 1000 Energy Credits.png energy.
Galatron Access Denied
  • Diplomacy closed borders.png Seize Galatron
  • R galatron.png Target empire used the Galatron relic
  • Target empire has closed borders
  • No.pngDriven Assimilator Driven Assimilator civic
  • No.pngFanatic PurifiersDevouring SwarmDetermined Exterminator Genocidal
−40 Gain the Galatron relic and 100 Influence.png influence. Loser loses all of its Influence.png Influence and gains Influence.png −33% monthly influence gain and Happiness.png −10% happiness for 10 years. Attacker gains 1000 Energy Credits.png energy.
Trial of Advancement
  • Diplomacy seize council seat.png Council Seat
  • Target is a member of the Imperial Council
  • Resolution create council.png By Trial of Advancement resolution
−100 Replace the loser in the Imperial Council. None
Punishment
  • Diplomacy opinion.png Humiliate
  • Diplomacy opinion.png Stop Atrocities
  • Diplomacy opinion.png Outlaw AI
  • Diplomacy opinion.png Cleanse Holy Worlds
  • Diplomacy opinion.png Decontaminate Border Territories
  • Origins elder race.png Only available to fallen empires
  • Either the fallen empire's demand was refused or they were rivaled
0 The refused demands are enforced. If the losing empire is not a Gestalt consciousness.png Gestalt Consciousness, its ruler will also be killed by the winning fallen empire, unless they are the Ancient Caretakers. Loser loses all of its Influence.png Influence, gains Influence.png −33% monthly influence gain and Happiness.png −10% happiness for 10 years. If the loser had the Supremacist Supremacist Diplomatic Stance policy, it is changed to Diplomatic stance belligerent.png Belligerent. If the loser had the Cosmogenesis Cosmogenesis ascension perk it also gains Mod country all tech research speed.png −50% research speed for 10 years. None

Subjugation wargoals[edit | edit source]

Subjugation wargoals seek to end the independence of the targeted empire and subordinate them to the attacker as a subject. If the targeted empire has any subjects of its own, the effects will apply to them as well, and if the loser is part of a Federation, it will leave it. Subjugation wargoals cannot be used against a fallen empire, the Custodian or the Galactic Emperor or if all owned systems of the targeted empire are already claimed by the attacker. All of these wargoals have a surrender acceptance of −100.

In case of a status quo, if at least 1 colonized system is fully occupied then all systems fully occupied will be turned into a new empire with the Origins separatists.png Liberated origin and the victory conditions will be imposed upon it. The colony with the most pops becomes the new empire's capital.

Casus belli and wargoals Requirements Victory subjugation
Subjugation
  • Diplomacy isvassal.png Vassalize
  • Diplomacy istributary.png Make Tributary
  • Diplomacy istributary.png Make Subsidiary
Superior relative power to the target empire.
  • No.pngDriven Assimilator Driven Assimilator
  • No.pngDevouring Swarm Devouring Swarm
  • No.pngFanatic Purifiers Fanatic Purifiers and not same species
  • No.pngDetermined Exterminator Determined Exterminator and not machine species
Diplomacy isvassal.png Subject (initial terms of agreement and Trade cat loyalty.png Loyalty depend on the Menu icon policies.png Subjugation War Terms policy)
Hegemon
  • Diplomacy isvassal.pngDiplomacy federation.png Establish Hegemony
Federation hegemony.png President of a level 3+ Hegemony federation
  • No.pngDiplomacy federation.png Target is not in federation
Federation hegemony.png Hegemony member
Scion
  • Diplomacy isvassal.png Bring Into Fold
Origins scion 1.png Scion origin Diplomacy hasvassal.png Scion of the same overlord
Imposed Inclusion
  • Diplomacy pathofchains.png Bring Into Fold
  • Galactic Nemesis Galactic Nemesis ascension perk
  • No.pngFanatic PurifiersDevouring SwarmDetermined Exterminator Genocidal
Diplomacy isvassal.png Subject (initial terms of agreement and Trade cat loyalty.png Loyalty depend on the Subjugation War Terms policy)
Imperial Crusade
  • Diplomacy isvassal.pngDiplomacy imperial crusade.png Force Into Imperium
Resolution galactic market.png Imperial Crusade resolution GalacticEmpire mainButton.png Galactic Imperium member

Paired wargoals[edit | edit source]

The following wargoals are paired together. If an empire starts a war with either of the paired wargoals, the defender will automatically use the other wargoal and cannot pick another one.

Casus belli and wargoal 1 Casus belli and wargoal 2 Requirements Victory effect Status quo effect Notes
Subject
  • Diplomacy integrating.png Independence
Subject
  • Diplomacy isvassal.png Assert Overlordship
  • Diplomacy isvassal.png Subject and overlord
  • Diplomacy federation.png Subject not in a federation with overlord
If the subject wins, it becomes independent and the former overlord loses all claims on the former subject's systems. The subject becomes independent and the former overlord gains claims on the former subject's systems.
Secession
  • Diplomacy integrating.png Leave Hegemony
Secession
  • Diplomacy isvassal.png Assert Hegemony
  • Diplomacy federation.png President refused member to leave federation
  • No.png Federation is at war
If the attacker wins, it leaves the federation and the president loses all claims on the former member's systems. If the president wins, both empires gain a temporary Diplomacy opinion.png −20 opinion towards each other. The attacker leaves the federation and the president gains claims on the former member's systems. All empires that have the same casus belli and are part of the same federation can be invited as attackers.
Allegiance War
  • Diplomacy secret fealty.png Secret Fealty
Allegiance War
  • Diplomacy secret fealty.png Maintain Servitude
Diplomacy secret fealty.png Secret Fealty from one of target's subjects If the attackers win, all empires that pledged Secret Fealty to the main attacker will become the attacker's subjects and gain +2.5 Monthly Trade cat loyalty.png Loyalty for 10 years. If the defender wins, the attacking subjects will gain +5 Monthly Trade cat loyalty.png Loyalty for 5 years and cannot pledge Secret Fealty during that time. The subject cannot pledge Secret Fealty for 5 years. All empires which swore secret fealty to the attacker will join the attacker's side.
Imperium
  • Diplomacy restore community.png Restore Community
Imperium
  • Galactic ImperiumContact hostile.png Crush the Rebellion
  • Nemesis.png Imperium: Spark Rebellion operation
Losers gain −60% Diplomatic weight.png Diplomatic Weight for 6 years. If the attackers win, the Galactic Imperium becomes the Galactic Community again. If the defenders win, the Galactic Imperium gains +100 Galactic ImperiumImperial Authority. Diplomacy integrating.pngDiplomacy federation.pngAll attackers leave the Galactic Imperium and form a federation.
Imperial Rebuke
  • Galactic ImperiumDiplomacy rivalry.png Imperial Rebuke
Animosity
  • Diplomacy opinion.png Humiliate
  • Diplomacy rivalry.png Rivalry
  • Galactic Emperor Galactic Emperor
Gain 100 Influence.png Influence. Loser loses all of its Influence.png Influence, gains Influence.png −33% monthly influence gain and Happiness.png −10% happiness for 10 years. If the loser had the Supremacist Supremacist Diplomatic Stance policy, it is changed to Diplomatic stance belligerent.png Belligerent. If the defenders win, the Galactic Imperium loses −25 Galactic ImperiumImperial Authority. None

Total War[edit | edit source]

Certain paired wargoals have as their objective the complete destruction of the opposing empire and will cause a Total War. In Total Wars all occupied systems automatically change ownership. Their new owner will be the participant with the highest claim count on it or the nearest war participant (usually the one that conquered the system) if none of them claim the system. In case of a status quo each side keeps all currently conquered systems.

During a Total War surrender is not possible - both empires will have a −1000 Surrender acceptance and the war continues until either one side is fully conquered or a status quo peace is declared. If an empire conquers every owned colony of another empire, the conquered empire is immediately destroyed, ending the war through Debellation. If the destroyed empire had starbases in uncolonized systems that were not conquered, they are removed, making the territory neutral again. All empires in the galaxy will receive an event notifying them of the defeated empire's demise.

Casus belli and wargoal 1 Casus belli and wargoal 2 Requirements Notes
Containment
  • Diplomacy war 2.pngDiplomacy war.png End Threat
Subjugation
  • Diplomacy isvassal.png Domination
Yes.png Awakened Empire
Purification
  • Diplomacy war.png Cleansing
Fanatic Purifiers Fanatic Purifiers or Determined Exterminator Determined Exterminator
Hunger
  • Diplomacy war.png Absorption
Devouring Swarm Devouring Swarm or Behemoth level 5.png Behemoth Fury crisis level 5
Sublimation
  • Diplomacy war.png Assimilation
Driven Assimilator Driven Assimilator
Existential Expulsion
  • Diplomacy pathofblood.png Wipe Them Out
Existential Campaigns Existential Campaigns technology or Galactic Nemesis Galactic Nemesis ascension perk Starbases are instantly destroyed instead of being captured in battles.
Colossus
  • Diplomatic rival mutual icon.png Total War
Stop Colossus
  • Diplomatic rival mutual icon.png Stop Colossus
Apocalypse.png Either empire has a Colossus War will not end if the colossus is destroyed
Renegade Containment
  • Diplomacy restore community.pngContact hostile.pngDiplomatic rival mutual icon.png Preemptive War
Self-Defense
  • Diplomacy war 2.pngDiplomatic rival mutual icon.png End Threat
  • Mutual Defense Mutual Defense resolution 5
  • No.pngDiplomacy restore community.png One empire is not a member of the Galactic Community
Payback
  • Diplomacy pathofblood.png End Threat
Payback
  • Diplomacy istributary.png Impounding Assets
  • Origins payback.png Payback origin
  • Unknown.png Unlocked by event chain
Crisis War
  • Diplomacy pathofblood.png Crisis War
Crisis War
  • Diplomacy pathofblood.png Crisis War
Resolution declare crisis.png Declare Crisis resolution Can be ended by the Resolution declare crisis.png Repeal Crisis resolution
Event
  • Leviathans.png War in Heaven
Event
  • Leviathans.png War in Heaven
Leviathans.png Awakened Empire Used by both Awakened Empires against one another during the War in Heaven.
Event
  • Synthetic Dawn.png Machine Uprising
Event
  • Synthetic Dawn.png Machine Uprising
Synthetic Dawn.png Creator empire and AI rebellion Victor gains 2000-6000 Unity.png Unity and 200-600 Influence.png Influence
Event
  • First Contact Worst Contact
Event
  • First Contact Worst Contact
Origins fear of the dark.png Fear of the Dark first contact choice

Claims[edit | edit source]

While casus belli and wargoals represent the purpose of a war, claims represent territorial ambitions — the systems which will be controlled by the victor. Which systems can be claimed depends on an empire's Menu icon policies.png War Philosophy policy, with the Unrestricted Warfare philosophy allowing for the claiming of any system not owned by a fellow Diplomacy federation.png Federation member. It is possible to claim the same system multiple times to gain a stronger claim on it, up to 10 times, which can outbid the competing claims of allies when going to war together. If multiple empires have the same number of claims on a system, the oldest claim is considered the strongest and if both claims are equally old, then the winning claim will be decided according to the claiming empires' tag IDs (the player empire has tag ID 00 and thus has first priority if involved). In general, claims are expensive in the early game and become less so later on to allow for more decisive wars to be fought. Claims cannot be rescinded while at war but can be strengthened.

Claims have a base cost of 50 Influence.png influence, modified by the following:

  • +25 per hyperlane distance from owned territory
  • +25 if the system has an upgraded Spaceport 1.png Starbase (i.e. not just an Outpost)
  • +25 if the system is colonized
  • All costs are increased by +100% during an offensive war
  • All costs are reduced by −20% if the claimed system belongs to a Rival

If the modifier reaches a total of −100%, then claims will cost 0 Influence.png influence.

Defenders can freely claim systems owned by their attackers in a defensive war regardless of their War Philosophy policy. Any system lost by any side during a conquest war or total war will give the former owner 10 claims on it.

Winning war with any non-conquest wargoals will always enforce all claims made by the victorious empires before any other effects, regardless of whether these systems were occupied. For example, an empire winning a war with the subjugation wargoal will annex all claimed systems from the loser before making a Diplomacy isvassal.png Vassal of the loser's remaining systems.

Federation warfare[edit | edit source]

The Federation is the more serious counterpart of the Defensive Pact and the inviting attackers mechanic, and serves as a way of ensuring that all participating empires will fight together on the same side in a given war. While a federation does offer a unique amount of defensive cooperation, builds trust and allows military cooperation between member states' fleets and the federation fleet, establishing a conquest strategy can be made more difficult because of the need for consent of the members to declare war, and each member's expectation of a fair share of spoils from each war (which, if not met, will result in an opinion penalty). Depending on the federation's laws, declaring war can require a unanimous vote, a majority vote or just the president's decision. Federation war declarations are dependent only on the president's Menu icon policies.pngWar Philosophy, which makes this one of the only ways that a Fanatic pacifist.png Fanatic Pacifist empire can be part of a war of aggression (the other way being through subject terms of agreement).

The empire that wishes to declare war can ask the other federation members for their war goals by using the "Suggest Demands" button. However, AI empires will be very hesitant to declare war on empires that are much stronger than them or have very powerful allies. In that case, the "Suggest Demands" button will not give any results. One exception to this are wars of liberation or to a lesser extent subjugation: usually AI will agree to a liberation or subjugation war even if all the war goals are assigned to the player. The resulting splinter empire could then be made a subject and later integrated by the player.

In case a federation member is attacked, all allies automatically join the war as defenders without need for a further declaration of war. In this case, the member being attacked has a free hand in choosing federation war goals, which could be all in its own favor.

Ending wars[edit | edit source]

Wars can end in two ways: With the surrender of either side or with a negotiated Status Quo peace.

Surrender means that the victor's wargoal is enforced; any claims the winning side has on the losing side are automatically ceded regardless of occupation status and the defeated empire is forced to keep borders open towards the attacker for 10 years. All wars except those of independence have a negative surrender acceptance, which are countered by factors such as relative navy strength (up to +50), war exhaustion (up to +100) and occupation percentage (up to +100). If an empire and all of its allies (if any) has lost control of all of its systems and/or colonized planets during the war, then a surrender will occur automatically.

Status Quo means that the war has reached a point where neither side is able to score a decisive victory against the other or all wargoals have been achieved decisively before any major battles took place, and both sides agree to cease hostilities and settle for whatever gains or losses they have acquired/suffered. Under a Status Quo peace, all fully occupied systems claimed by a belligerent empire are ceded to the belligerent with the strongest claim. In the case of a tie, whoever has the oldest claim on the system is considered the stronger claimant. In addition both sides must keep their borders open towards each other for 10 years. Since surrender is not possible in a Total War, they can end only in Status Quo or the destruction of one empire. Status Quo can be enforced by either side as soon as 24 months have passed since the opposing side reached 100% war exhaustion, and if both sides reach 100% war exhaustion, then Status Quo is enforced automatically after 24 months.

War exhaustion[edit | edit source]

War Exhaustion goes from 0% to 100%, and measures the total weariness and attrition suffered by all empires on one side in a war. War exhaustion goes up from suffering losses during space and ground warfare, destruction of planets (either from Colossus weapons or Bombardment armageddon.png Armageddon Bombardment), and a passive accumulation over time called Attrition. When a side's war exhaustion hits 100% they can be forced into a Status Quo peace after 24 months. The speed at which war exhaustion accumulates is influenced by factors such as ethics, traditions, technology and the amount of claims being pressed - an empire that is fighting to hold onto a handful of border systems will tire faster in a costly conflict than one whose very independence is being threatened. War exhaustion also means that an empire that is losing a war can still fight to minimize their territorial losses by inflicting high war exhaustion on the enemy.

War exhaustion gain can be lowered by the following factors: If these modifiers add up to −100%, then no War exhaustion will ever be accumulated.

War exhaustion gain0
Source Effect
Relentless Aggression (Galactic Nemesis Level 2} Relentless Aggression crisis perk (Galactic Nemesis Level 2) −75%
Never Surrender Never Surrender tradition −25%
Gestalt consciousness.png Gestalt Consciousness ethic −20%
Nationalistic Zeal Nationalistic Zeal civic −20%
Supremacist Supremacist diplomatic stance −20%
Rules of War Demobilization Initiative resolution (5) −20%
Rules of War Last Resort Doctrine resolution (4) −15%
Rules of War Independent Tribunals resolution (3) −10%
Diplomatic stance belligerent.png Belligerent diplomatic stance −10%
Tech interstellar campaigns.png Interstellar Campaigns technology −10%
Galactic Campaigns Galactic Campaigns technology −10%
Civic media conglomerate.png Media Conglomerate civic −5%
Display of Power Display of Power agenda −5%
Impenetrable Border Impenetrable Border agenda −5%
Military Buildup Military Buildup agenda −5%
Rules of War Reverence for Life resolution (2) −5%

War names[edit | edit source]

Wars will always be named after the attacker and the defender, followed by one of the following names depending on the wargoal:

Name Wargoal Other requirements
War Any Offensive war against a Fallen Empire
  • Federation War
  • Galactic War
  • Great War
  • War of the Alliances
Any War between two Federations
  • Annexation Attempt
  • Territorial Invasion
  • War of Aggression
  • War of Conquest
Conquer
  • War of Beliefs
  • War of Ideologies
  • War of Philosophies
Impose Ideology
  • Border War
  • Confrontation
  • War of Humiliation
  • War of Rivalry
Humiliate Regular empire
Punitive Expedition Humiliate Fallen Empire
Anti-AI Police Action Outlaw AI Holy Guardians Fallen Empire
Buffer Zone Creation Decontaminate Border Territories Militant Isolationists Fallen Empire
Holy Purge Cleanse Holy Worlds Holy Guardians Fallen Empire
Moral Intervention Stop Atrocities Enigmatic Observers Fallen Empire or

Benevolent Interventionists Awakened Empire

  • Freedom Struggle
  • Independence War
  • Secessionist War
  • War of Independence
  • War of Liberation
Independence Attacker is either:
  • A subject
  • A member of a Hegemony Federation
  • A Secret Fealty recipient
  • Servitude Campaign
  • War of Obedience
  • War of Overlordship
  • War of Subjugation
Vassalize
Tributary War Make Tributary
Enforced Sponsorship Make Subsidiary
The War In Heaven War in Heaven
Holy World War Make Dominion Target destroyed a Holy World
  • Intervention War
  • Preemptive Action
  • Preventative War
  • Self Protection War
End Threat
  • War of Cleansing
  • Xeno Filth Removal
  • Xeno Purification
Cleansing Fanatic Purifiers Fanatic Purifiers civic
  • Extermination Campaign
  • Organic Disinfection Program
  • Organic Euthanization War
Cleansing Determined Exterminator Determined Exterminator civic
  • Absorption War
  • Biomass Accumulation
  • Great Gorging
Absorption Devouring Swarm Devouring Swarm civic
Machine Uprising Machine Uprising
Subsidiary Acquisition Make Subsidiary
Hostile Takeover Hostile Takeover
  • Embargo War
  • Expulsion War
  • War of Expropriation
Expel Corporation
War for the Galatron Take Galatron
Crisis War Crisis War

References[edit | edit source]

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