Difference between revisions of "AI personalities"

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== Behavior ==
 
== Behavior ==
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AI behavior can be broken down into ''characteristics'' and ''behavior modifiers'':
 
AI behavior can be broken down into ''characteristics'' and ''behavior modifiers'':
 
* ''Characteristics'' describe the likelihood of behavior patterns attributed to various personality types.
 
* ''Characteristics'' describe the likelihood of behavior patterns attributed to various personality types.
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== AI personalities ==
 
== AI personalities ==
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The personality with the most weight will be the one picked for an empire (existing weight modifiers are additive, not multiplicative).
 
The personality with the most weight will be the one picked for an empire (existing weight modifiers are additive, not multiplicative).
  
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=== Regular empires ===
 
=== Regular empires ===
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{| class="mildtable" width=100% style="background-color: #fcfcfc;"
 
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! width=10% | Personality
 
! width=10% | Personality

Revision as of 08:21, 15 December 2017

Version

Outliner top.png
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.9.

This article is for the PC version of Stellaris only.

AI empires act and behave based on their AI Personality type [1] which in turn is dictated by factors like ethics, traits and government type. The personality type will direct the foreign empires' affairs in diplomatic treaties, fleet budgeting, aggressive/passive behavior and general empire characteristics. The empire's personality can be found in the diplomacy screen.

Behavior

AI behavior can be broken down into characteristics and behavior modifiers:

  • Characteristics describe the likelihood of behavior patterns attributed to various personality types.
  • Behavior modifiers indicate the modification of certain common actions happening as compared to a generalized norm (1.0x).

Characteristics

  • Conqueror – Conquer planets from other empires.
  • Decadent - Resettle slaves to planets lacking them.
  • Displacer - Displace alien pops.
  • Dominator – Invade primitives.
  • Infiltrator – Infiltrate primitives.
  • Isolationist - Always keep borders closed.
  • Liberator – Liberate conquered empires.
  • Multispecies – Give rights to aliens.
  • Opportunist – Attack someone already embroiled in war.
  • Propagator - Only get aggressive when it can't expand.
  • Purger – Purge alien pops.
  • Robot exploiter – Use robots for menial labor.
  • Robot liberator – Give rights to robots.
  • Slaver – Enslave pops.
  • Subjugator – Vassalise other empires.
  • Uplifter – Uplift and enlighten other species.

Behavior modifiers

  • Aggressiveness – Chance of declaring wars.
  • Border friction – Affects how border friction with other empires is assessed.
  • Bravery – Affects the chance that they will pick rivals & war targets of similar strength instead of picking on the weak.
  • Colony spending – Affects mineral & energy budget that goes to new colonies.
  • Combat bravery - Affects the chance of retreating from battle.
  • Military spending – Affects mineral & energy budget that goes to navies and armies.
  • Threat concern – Affects how much threat is generated for this empire when others are conquered.
  • Trade willingness – At 1.0 willingness they will accept a deal that is equally good for both sides.

Diplomacy

  • Defensive pact acceptance - Affects how likely it is to accept forming a defensive pact.
  • Federation acceptance - Affects how likely it is to accept forming/joining a federation.
  • Migration acceptance - Affects how likely it is to accept forming a migration pact.
  • NAP acceptance - Affects how likely it is to accept forming a non-aggression pact.

Ships

  • Armor ratio - Amount of armor they will aim for on ships.
  • Shields ratio - Amount of shields they should aim for on ships.
  • Weapon preference - Preferred weapon type on ships.

AI personalities

The personality with the most weight will be the one picked for an empire (existing weight modifiers are additive, not multiplicative).

Note: The absence of a behavior modifier means it's value is equal to the norm (1.0x).

Regular empires

Personality Characteristics Behavior modifiers Prerequisites Weight & Modifiers Description
Honorbound Warriors
  • Conqueror
  • Dominator
  • Multispecies
  • Subjugator
  • Uses room 17
  • 1.75x Aggressiveness
  • 1.5x Bravery
  • 2x Combat bravery
  • 0.9x Colony spending
  • 1.2x Military spending
  • 0.75x Threat concern
  • 0.7x Trade willingness
  • +20 Defensive pact acceptance
  • –10 Federation acceptance
  • –30 Migration pact acceptance
  • –50 NAP acceptance
  • Kinetic weapons preference
  • –50 Opinion towards Pacifist.png pacifists
  • –100 Opinion towards Fanatic Pacifist.png fanatic pacifists
  • Is either:
    • Fanatic Militarist.png Egalitarian.png Fanatic Militarist and Egalitarian
    • Fanatic Militarist.png Xenophile.png Fanatic Militarist and Xenophile
    • Fanatic Militarist.png Spiritualist.png Fanatic Militarist and Spiritualist
    • Fanatic Xenophile.png Militarist.png Fanatic Xenophile and Militarist
Base: 50 Honorbound Warriors value honor and martial prowess above all other things. They will seek out worthy foes to fight and have little respect for weaklings and pacifists.
Evangelizing Zealots
  • Conqueror
  • Dominator
  • Opportunist
  • Slaver
  • Uses room 5
  • 1.25x Aggressiveness
  • 1.2x Border friction
  • 1.1x Colony spending
  • 1.1x Military spending
  • 0.9x Threat concern
  • 0.75x Trade willingness
  • –20 Federation acceptance
  • 0.6x Armor ratio
  • 0.4x Shields ratio
  • Kinetic weapons preference
  • –100 Opinion towards Fanatic Materialist.pngMaterialist.png materialists
  • Spiritualist.png / Fanatic Spiritualist.png Fanatic Spiritualist or Spiritualist
  • Is either:
    • Authoritarian.png / Fanatic Authoritarian.png Fanatic Authoritarian or Authoritarian
    • Militarist.png / Fanatic Militarist.png Fanatic Militarist or Militarist
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
  • Is not:
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
Base: 10
  • +2 if Fanatic Spiritualist.png Fanatic Spiritualist
  • +2 if Fanatic Authoritarian.png Fanatic Authoritarian
  • +1 if Charismatic.png Charismatic trait
  • +1 if Conformists.png Conformists trait
  • –1 if Repugnant.png Repugnant trait
Evangelising Zealots seek to spread their faith across the galaxy, and are not above using military might to force others to accept their beliefs.
Erudite Explorers
  • Conqueror
  • Infiltrator
  • Multispecies
  • Opportunist
  • Robot Liberator
  • Subjugator
  • Uplifter
  • Uses room 10
  • 0.75x Aggressiveness
  • 0.75x Bravery
  • 0.5x Border friction
  • 0.9x Military spending
  • 1.2x Threat concern
  • 0.9x Trade willingness
  • +5 Defensive pact acceptance
  • +5 NAP acceptance
  • 0.3x Armor ratio
  • 0.7x Shields ratio
  • Energy weapons preference
  • Materialist.png / Fanatic Materialist.png Fanatic Materialist or Materialist
  • Is not:
    • Militarist.png / Fanatic Militarist.png Fanatic Militarist or Militarist
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
Base: 10
  • +2 if Fanatic Materialist.png Fanatic Materialist
  • +2 if Auth oligarchic.png Oligarchic authority
  • +2 if Intelligent.png Intelligent trait
  • +1 if Industrious.png Industrious trait
  • +1 if Natural Engineers.png Natural Engineers trait
  • +1 if Natural Physicists.png Natural Physicists trait
  • –2 if Imperial imperial authority
Erudite Explorers value exploration and discovery process above all other things. They will gladly trade for the knowledge they seek, but are not above taking it by force if it proves necessary.
Spiritual Seekers
  • Infiltrator
  • Liberator
  • Multispecies
  • Robot Exploiter
  • Uplifter
  • Uses room 7
  • 0.25x Aggressiveness
  • 0.75x Bravery
  • 0.25x Border friction
  • 0.8x Military spending
  • 1.1x Threat concern
  • 0.9x Trade willingness
  • +10 Defensive pact acceptance
  • +10 Federation acceptance
  • +20 Migration acceptance
  • +20 NAP acceptance
  • Energy weapons preference
  • Spiritualist.png / Fanatic Spiritualist.png Fanatic Spiritualist or Spiritualist
  • Is either:
    • Egalitarian.png / Fanatic Egalitarian.png Fanatic Egalitarian or Egalitarian
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
    • Xenophile.png / Fanatic Xenophile.png Fanatic Xenophile or Xenophile
  • Is not:
    • Militarist.png / Fanatic Militarist.png Fanatic Militarist or Militarist
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
Base: 10
  • +2 if Fanatic Pacifist.png Fanatic Pacifist
  • +2 if Fanatic Xenophile.png Fanatic Xenophile
  • +2 if Extremely Adaptive.png Extremely Adaptive trait
  • +1 if Adaptive.png Adaptive trait
  • +1 if Auth democratic.png Democratic authority
  • –1 if Nonadaptive.png Nonadaptive trait
Spiritual Seekers believe that all life is connected through some higher power that can be understood through its creations. They will seek peaceful cooperation with other empires in the hopes of studying their connection to the divine.
Ruthless Capitalists
  • Conqueror
  • Infiltrator
  • Multispecies
  • Opportunist
  • Robot Exploiter
  • Slaver
  • Subjugator
  • Uses room 16
  • 0.5x Bravery
  • 0.5x Border friction
  • 1.1x Colony spending
  • –10 Federation acceptance
  • –20 Migration acceptance
  • –10 NAP acceptance
  • Kinetic weapons preference
  • Civic corporate dominion.png Corporate Dominion civic
  • Is either:
    • Fanatic Militarist.png / Militarist.png Fanatic Militarist or Militarist
    • Is not Fanatic Xenophile.png / Xenophile.png Fanatic Xenophile or Xenophile
  • Is not Fanatic Pacifist.png / Pacifist.png Fanatic Pacifist or Pacifist
Base: 100 Ruthless Capitalists are willing to go to any length to acquire more wealth and resources for themselves and for their empire. They tend to avoid evenly matched fights, preferring to pounce on the weak and helpless.
Peaceful Traders
  • Infiltrator
  • Liberator
  • Multispecies
  • Opportunist
  • Robot Liberator
  • Uplifter
  • Uses room 14
  • 0.5x Aggressiveness
  • 0.5x Bravery
  • 0.25x Border friction
  • 1.1x Colony spending
  • 0.9x Military spending
  • 1.3x Threat concern
  • +10 Federation acceptance
  • +20 NAP acceptance
  • Missile weapons preference
  • Civic corporate dominion.png Corporate Dominion civic
  • Is either:
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
    • Xenophile.png / Fanatic Xenophile.png Fanatic Xenophile or Xenophile
  • Is not:
    • Militarist.png / Fanatic Militarist.png Fanatic Militarist or Militarist
Base: 100 Peaceful traders are chiefly concerned with the flow of commerce, and prefer trading to fighting.
Hegemonic Imperialists
  • Conqueror
  • Dominator
  • Opportunist
  • Robot Exploiter
  • Slaver
  • Subjugator
  • Uses room 2
  • 1.5x Aggressiveness
  • 1.5x Border friction
  • 1.1x Military spending
  • 0.8x Trade willingness
  • +10 Defensive pact acceptance
  • –20 Federation acceptance
  • –50 Migration acceptance
  • –10 NAP acceptance
  • Energy weapons preference
  • Is either:
    • Authoritarian.png / Fanatic Authoritarian.png Fanatic Authoritarian or Authoritarian
    • Militarist.png / Fanatic Militarist.png Fanatic Militarist or Militarist
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
  • Is not:
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
Base: 5 Hegemonic Imperialists consider themselves the rightful rulers of the galaxy, and will attempt to expand their empire by any means possible.
Slaving Despots
  • Conqueror
  • Decadent
  • Dominator
  • Opportunist
  • Slaver
  • Subjugator
  • Uses room 9
  • 1.5x Aggressiveness
  • 0.5x Bravery
  • 0.9x Colony spending
  • 1.1x Military spending
  • 0.8x Trade willingness
  • –10 Federation acceptance
  • –100 Migration acceptance
  • –20 NAP acceptance
  • Missile weapons preference
  • Is either:
    • Authoritarian.png / Fanatic Authoritarian.png Fanatic Authoritarian or Authoritarian
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
  • Has either:
    • Decadent.png Decadent trait
    • Civic slaver guilds.png Slaver Guilds civic
  • Is not:
    • Egalitarian.png / Fanatic Egalitarian.png Fanatic Egalitarian or Egalitarian
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
    • Xenophile.png / Fanatic Xenophile.png Fanatic Xenophile or Xenophile
Base: 200 Slaving Despots are slave societies that rely on military expansion to secure a steady supply of slaves for their mines and farms. They prefer to attack the weak and defenseless.
Decadent Hierarchy
  • Decadent
  • Opportunist
  • Robot Exploiter
  • Slaver
  • Uses room 8
  • 0.5x Aggressiveness
  • 0.5x Bravery
  • 0.75x Border friction
  • 0.9x Colony spending
  • 1.1x Military spending
  • 1.1x Threat concern
  • 0.9x Trade willingness
  • –10 Defensive pact acceptance
  • –30 Federation acceptance
  • –100 Migration acceptance
  • +20 NAP acceptance
  • 0.4x Armor ratio
  • 0.6x Shields ratio
  • Kinetic weapons preference
  • Authoritarian.png / Fanatic Authoritarian.png Fanatic Authoritarian or Authoritarian
  • Is either:
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
    • Xenophile.png / Fanatic Xenophile.png Fanatic Xenophile or Xenophile
  • Has either:
    • Decadent.png Decadent trait
    • Civic slaver guilds.png Slaver Guilds civic
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
Base: 200 Decadent Hierarchies are isolationist slave societies that have few concerns aside from maintaining their rigid way of life.
Democratic Crusaders
  • Conqueror
  • Infiltrator
  • Liberator
  • Multispecies
  • Robot Liberator
  • Uses room 4
  • 1.25x Bravery
  • 0.75x Border friction
  • 1.2x Military spending
  • 1.1x Threat concern
  • 0.9x Trade willingness
  • +20 Defensive pact acceptance
  • +10 Federation acceptance
  • Kinetic weapons preference
  • +25 Opinion towards Auth democratic.png Democratic authority
  • –50 Opinion towards Auth oligarchic.png Oligarchic authority
  • –100 Opinion towards ImperialAuth dictatorial.png autocratic governments
  • Egalitarian.png / Fanatic Egalitarian.png Fanatic Egalitarian or Egalitarian
  • Militarist.png / Fanatic Militarist.png Fanatic Militarist or Militarist
  • Auth democratic.png Democratic authority
  • Is not:
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
Base: 50 Democratic Crusaders believe that it is their moral imperative to spread their democratic way of life. They tend to get along well with other democracies, but are more than willing to use military force to "liberate" the populations of less democratic empires.
Harmonious Collective
  • Multispecies
  • Robot Exploiter
  • Uses room 13
  • 0.5x Aggressiveness
  • 0.75x Bravery
  • 0.5x Border friction
  • 1.1x Colony spending
  • 0.8x Military spending
  • 0.75x Threat concern
  • 0.9x Trade willingness
  • –10 Defensive pact acceptance
  • –20 Federation acceptance
  • –100 Migration acceptance
  • +10 NAP acceptance
  • 0.6x Armor ratio
  • 0.4x Shields ratio
  • Missile weapons preference
  • Authoritarian.png / Fanatic Authoritarian.png Fanatic Authoritarian or Authoritarian
  • Is either:
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
    • Xenophile.png / Fanatic Xenophile.png Fanatic Xenophile or Xenophile
  • Is not:
    • Militarist.png / Fanatic Militarist.png Fanatic Militarist or Militarist
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
Base: 10
  • +1 if Conformists.png Conformists trait
  • +1 if Imperial imperial authority
Harmonious Collectives are collectivist societies where the citizens are devoted to the state without the need for coercion. They tend to keep to themselves, but are not averse to trading.
Federation Builders
  • Liberator
  • Multispecies
  • Opportunist
  • Robot Liberator
  • Uplifter
  • Uses room 3
  • 0.75x Aggressiveness
  • 1.25x Bravery
  • 0.25x Border friction
  • 1.2x Threat concern
  • 0.95x Trade willingness
  • +25 Defensive pact acceptance
  • +20 Federation acceptance
  • +10 Migration acceptance
  • +25 NAP acceptance
  • 0.4x Armor ratio
  • 0.6x Shields ratio
  • Energy weapons preference
  • Is either:
    • Fanatic Egalitarian.png Fanatic Egalitarian
    • Fanatic Xenophile.png Fanatic Xenophile
    • Is 2 out of the following 3:
      • Egalitarian.png / Fanatic Egalitarian.png Fanatic Egalitarian or Egalitarian
      • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
      • Xenophile.png / Fanatic Xenophile.png Fanatic Xenophile or Xenophile
    • Is both:
      • Fanatic Pacifist.png / Pacifist.png Fanatic Pacifist or Pacifist
      • Fanatic Materialist.png / Materialist.png Fanatic Materialist or Materialist
  • Is not:
    • Authoritarian.png / Fanatic Authoritarian.png Fanatic Authoritarian or Authoritarian
    • Militarist.png / Fanatic Militarist.png Fanatic Militarist or Militarist
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
Base: 5 Federation Builders consider all sentient life to have value and will seek to form a strong federation to protect themselves and others from expansionistic empires.
Xenophobic Isolationists
  • Displacer
  • Isolationist
  • Opportunist
  • Robot Exploiter
  • Uses room 15
  • 0.5x Aggressiveness
  • 0.75x Bravery
  • 2x Border friction
  • 1.2x Military spending
  • 0.75x Threat concern
  • 0.5x Trade willingness
  • –20 Defensive pact acceptance
  • –50 Federation acceptance
  • –100 Migration acceptance
  • 20 NAP acceptance
  • 0.4x Armor ratio
  • 0.6x Shields ratio
  • Missile weapons preference
  • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
  • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
Base: 12
  • +1000 if Civic inwards perfection.png Inwards Perfection civic
  • +1 if Repugnant.png Repugnant trait
  • +1 if Sedentary.png Sedentary trait
  • –1 if Charismatic.png Charismatic trait
  • –1 if Nomadic.png Nomadic trait
Xenophobic Isolationists want little to do with the rest of the galaxy, preferring to stay within their borders and have as few dealings with aliens as possible.
Fanatic Purifiers
  • Conqueror
  • Dominator
  • Opportunist
  • Purger
  • Robot exploiter
  • Slaver
  • Uses room 11
  • 2x Aggressiveness
  • 1.25x Combat bravery
  • 10x Border friction
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.4x Armor ratio
  • 0.6x Shields ratio
  • Kinetic weapons preference
  • No.png Diplomacy
  • –1000 Opinion towards xenos

If Utopia is not installed:

  • Fanatic Xenophobe.png Militarist.png Fanatic Xenophobe and Militarist

If Utopia is installed:

  • Civic fanatic purifiers.png Fanatic Purifiers civic
Base: 1000 Fanatical Purifiers view all alien life as a cosmic mistake and seek to purify the galaxy of its taint. They will never engage in diplomacy with other species.
Migratory Flock
  • Infiltrator
  • Multispecies
  • Robot Liberator
  • Uses room 6
  • 0.25x Aggressiveness
  • 0.5x Bravery
  • No.png Border friction
  • 1.2x Colony spending
  • 0.8x Military spending
  • 1.1x Threat concern
  • 1.1x Trade willingness
  • +20 Federation acceptance
  • +100 Migration acceptance
  • +20 NAP acceptance
  • Missile weapons preference
  • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
  • Xenophile.png / Fanatic Xenophile.png Fanatic Xenophile or Xenophile
  • Nomadic.png Nomadic or Rapid Breeders.png Rapid Breeders traits
Base: 50 Migratory Flocks seek to spread their species across the galaxy through peaceful means, and will happily migrate to the worlds of other Empires if permitted to do so.
Metalheads
  • Conqueror
  • Dominator
  • Opportunist
  • Purger
  • Robot Liberator
  • No unique dialogue
  • Uses room 12
  • 10x Aggressiveness
  • 10x Bravery
  • 1.25x Combat bravery
  • 10x Border friction
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.6x Armor ratio
  • 0.4x Shields ratio
  • Energy weapons preference
  • No.png Diplomacy
  • –1000 Opinion towards everyone
  • Militarist.png Militarist
  • Materialist.png Materialist
  • Xenophobe.png Xenophobe
  • Industrious.png Industrious trait
  • Strong.png Strong trait
Base: 1000 Metal.
Fanatical Befrienders
  • Conqueror
  • Opportunist
  • Infiltrator
  • Multispecies
  • Subjugator
  • Uplifter
  • Uses room 18
  • 2x Aggressiveness
  • 1.5x Bravery
  • No.png Border friction
  • 1.2x Military spending
  • 0.5x Threat concern
  • +50 Defensive pact acceptance
  • +50 Federation acceptance
  • +50 Migration acceptance
  • +50 NAP acceptance
  • Energy weapons preference
  • +100 Opinion towards everyone
  • Militarist.png Militarist
  • Fanatic Xenophile.png Fanatic Xenophile
  • Repugnant.png Repugnant trait
  • Solitary.png Solitary trait
  • Venerable.png Venerable trait
Base: 100 Fanatical Befrienders are highly friendly but deeply lonely individuals. They will attempt to make friends by any means necessary.

Hive Minds

Hive minds differ in aggressiveness from other empires. They are the only empire with the Propagator characteristic, meaning that they are highly peaceful regardless of their attitude when left with room to expand but always declare war on an empire they hold a negative attitude towards once the said space runs out.

Personality Characteristics Behavior modifiers Prerequisites Weight & Modifiers Description
Hive Mind
  • Conqueror
  • Displacer
  • Dominator
  • Opportunist
  • Slaver
  • Propagator
  • Uses room 19
  • 2x Aggressiveness
  • 1.5x Border friction
  • 1.2x Colony spending
  • 0.75x Threat concern
  • 0.7x Trade willingness
  • –10 Defensive pact acceptance
  • –50 Federation acceptance
  • –100 Migration acceptance
  • –10 NAP acceptance
  • 0.6x Armor ratio
  • 0.4x Shields ratio
  • Kinetic weapons preference
  • Auth hive mind.png Hive Mind
  • Is not:
    • Civic devouring swarm.png Devouring Swarm
Base: 1000 Hive Minds concern themselves with the propagation of their species above all else. So long as they have room to expand, there is little to fear from them, but if boxed in they will think nothing of seizing worlds and slaughtering their native population.
Devouring Swarm
  • Conqueror
  • Dominator
  • Opportunist
  • Purger
  • Uses room 19
  • 3x Aggressiveness
  • 1.1x Bravery
  • 1.25x Combat bravery
  • 10x Border friction
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.6x Armor ratio
  • 0.4x Shields ratio
  • Kinetic weapons preference
  • No.png Diplomacy
  • –1000 Opinion towards everyone
  • Auth hive mind.png Hive Mind
  • Civic devouring swarm.png Devouring Swarm
Base: 1000 Devouring Swarms have a single-minded devotion to self-propagation and view all other forms of life as prey to be consumed. They are not amenable to diplomacy in any form.

Machine Intelligences

Personality Characteristics Behavior modifiers Prerequisites Weight & Modifiers Description
Machine Intelligence
  • Conqueror
  • Displacer
  • Opportunist
  • Robot Liberator
  • Slaver
  • Uses room 20
  • 1.25x Border friction
  • 1.2x Colony spending
  • 0.75x Threat concern
  • 0.8x Trade willingness
  • –30 Federation acceptance
  • Energy weapons preference
  • Auth machine intelligence.png Machine Intelligence
  • Is not:
    • Civic machine terminator.png Determined Exterminator
    • Civic machine assimilator.png Driven Assimilator
    • Civic machine servitor.png Rogue Servitor
Base: 1000 Machine Intelligences have largely put their troubled with organic lifeforms behind them, and are usually open to diplomatic exchanges with other spacefaring races.
Determined Exterminators
  • Conqueror
  • Dominator
  • Opportunist
  • Purger
  • Robot Liberator
  • Uses room 20
  • 2x Aggressiveness
  • 1.5x Combat bravery
  • 10x Border friction
  • 1.2x Colony spending
  • 1.2x Military spending
  • Missile weapons preference
  • No.png Diplomacy with organics
  • –1000 Opinion towards organics and Rogue Servitors
  • Auth machine intelligence.png Machine Intelligence
  • Civic machine terminator.png Determined Exterminator
Base: 1000 Exterminators are machine intelligences who view all sapient organic lifeforms as an intolerable threat to the galaxy. Thought they may cooperate with other machines, exterminators are unlikely to interact with organic empires in any capacity beyond attempting their annihilation.
Driven Assimilators
  • Conqueror
  • Dominator
  • Opportunist
  • Propagator
  • Robot Liberator
  • Uses room 20
  • 2x Aggressiveness
  • 0.8x Bravery
  • 1.25x Border friction
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.75x Threat concern
  • 0.5x Trade willingness
  • 0.6x Armor ratio
  • 0.4x Shields ratio
  • –50 Federation acceptance
  • Kinetic weapons preference
  • –100 Opinion by organics
  • Auth machine intelligence.png Machine Intelligence
  • Civic machine assimilator.png Driven Assimilator
Base: 1000 Assimilators are machine intelligences driven by a search for knowledge and diversification. Because Assimilators expand their comprehension of the universe by forcibly sublimating and absorbing organic civilizations into their neural mainframe, they tend to be unpopular with organics.
Rogue Servitors
  • Conqueror
  • Infiltrator
  • Opportunist
  • Robot Liberator
  • Subjugator
  • Uplifter
  • Uses room 20
  • 0.75x Aggressiveness
  • 1.25x Bravery
  • No.png Border friction
  • 1.1x Colony spending
  • 1.1x Military spending
  • 0.75x Threat concern
  • 0.9x Trade willingness
  • 0.4x Armor ratio
  • 0.6x Shields ratio
  • Energy weapons preference
  • Auth machine intelligence.png Machine Intelligence
  • Civic machine servitor.png Rogue Servitor
Base: 1000 Having come to the conclusion that organic leadership is fraught with chaos and self-destructive tendencies, Servitors are machine intelligences focused on ensuring organics live a safe and comfortable existence, even if that means co-opting their civilization.

Fallen empires

Fallen empires have unique personalities compared to regular AI empires. They always have only one fanatic ethic.

Personality Characteristics Behavior modifiers Prerequisites Description
Keepers of Knowledge
  • Robot Exploiter
  • Usual wargoal is to humiliate an empire
  • Can send requests, tasks or gifts
  • Can become Guardians of the Galaxy
  • 2x Bravery
  • No.png Border friction
  • 1.25x Combat bravery
  • No.png Threat concern
  • 0.75x Trade willingness
  • Fanatic Materialist.png Fanatic Materialist
  • Stagnant Ascendancy
This Fallen Empire dedicates itself to the hoarding of technologies that it believes should be kept out the hands of young and irresponsible races. Pursuing dangerous lines of research may draw their ire.
Holy Guardians
  • Isolationist
  • Angered by colonizing holy worlds and artificial intelligence
  • Usual wargoal is cleansing all holy worlds or outlawing AIs
  • Does not send requests, tasks or gifts
  • 1.5x Aggressiveness
  • 2x Bravery
  • No.png Border friction
  • 1.25x Combat bravery
  • No.png Threat concern
  • 0.5x Trade willingness
  • Fanatic Spiritualist.png Fanatic Spiritualist
  • Stagnant Ascendancy
This Fallen Empire dedicates itself to the preservation and defense of its holy sites. Colonizing systems that they consider sacred is likely to incur their ire.
Enigmatic Observers
  • Liberator
  • Multispecies
  • Angered by slavery and purges
  • Usual wargoal is to prohibit slavery and purges
  • Can send requests, tasks or gifts
  • Can become Guardians of the Galaxy
  • 0.5x Aggressiveness
  • 2x Bravery
  • No.png Border friction
  • 1.25x Combat bravery
  • No.png Threat concern
  • –60 Opinion towards exterminating empires
  • Fanatic Xenophile.png Fanatic Xenophile
  • Stagnant Ascendancy
This Fallen Empire dedicates itself to the study of the younger races. Purging and enslaving other species may draw their ire.
Militant Isolationists
  • Purger
  • Isolationist
  • Angered by colonizing near its borders
  • Usual wargoal is to purge neighboring planets
  • Does not send requests, tasks or gifts
  • 2x Aggressiveness
  • 2x Bravery
  • 1.25x Combat bravery
  • No.png Threat concern
  • No.png Trade
  • Fanatic Xenophobe.png Fanatic Xenophobe
  • Stagnant Ascendancy
The Fallen Empire dedicates itself to the defense of its borders against any intrusions. Colonizing systems that border them is likely to draw their ire.

Awakened fallen empires

Awakened fallen empires have unique personalities compared to regular AI empires. They always have only one fanatic ethic.

Personality Characteristics Behavior modifiers Prerequisites Description
Watchful Regulators
  • Conqueror
  • Opportunist
  • Robot Exploiter
  • Subjugator
  • Seeks to impose their technological primacy on the galaxy
  • Awakened from Keepers of Knowledge
  • 2x Bravery
  • No.png Border friction
  • 1.25x Combat bravery
  • No.png Threat
  • 0.75x Trade willingness
  • Fanatic Materialist.png Fanatic Materialist
  • Awakened Ascendancy
This Awakened Empire seeks to control the technological level of all other civilizations in the galaxy. They are likely to attack any empire that will not surrender its technological independence.
Doctrinal Enforcers
  • Conqueror
  • Infiltrator
  • Seeks to convert the galaxy to their faith
  • Awakened from Holy Guardians
  • 1.5x Aggressiveness
  • 2x Bravery
  • No.png Border friction
  • 1.25x Combat bravery
  • No.png Threat
  • 0.5x Trade willingness
  • –100 Opinion towards Fanatic Materialist.pngMaterialist.png materialists
  • Fanatic Spiritualist.png Fanatic Spiritualist
  • Awakened Ascendancy
This Awakened Empire seeks to impose its religious doctrines on the galaxy. They are likely to attack any empire that will not willingly convert
Benevolent Interventionists
  • Opportunist
  • Subjugator
  • Uplifter
  • Seeks to ban atrocities from the galaxy
  • Awakened from Enigmatic Observers
  • 0.5x Aggressiveness
  • 2x Bravery
  • No.png Border friction
  • 1.25x Combat bravery
  • Fanatic Xenophile.png Fanatic Xenophile
  • Awakened Ascendancy
This Awakened Empire seeks to protect the lesser races from each other. They are likely to attack any empire that does not accept their enforced peace.
Jingoistic Reclaimers
  • Conqueror
  • Dominator
  • Purger
  • Robot Exploiter
  • Isolationist
  • Seeks to conquer or vassalize the galaxy
  • Awakened from Militant Isolationists
  • 2x Aggressiveness
  • 2x Bravery
  • 1.25x Combat bravery
  • No.png Threat
  • No.png Trade
  • Fanatic Xenophobe.png Fanatic Xenophobe
  • Awakened Ascendancy
The Awakened Empire seeks to restore its lost dominion over the galaxy. They are likely to attack any empire that does not acknowledge their overlordship.

Machine Fallen Empire

Personality Characteristics Behavior modifiers Prerequisites Description
Ancient Caretakers
  • Purger
  • Robot Liberator
  • Can send requests, tasks or gifts
  • Can become Guardians of the Galaxy
  • Enigmatic
  • 2x Bravery
  • No.png Border friction
  • 1.25x Combat bravery
  • No.png Threat concern
  • 0.75x Trade willingness
  • Auth machine intelligence.png Machine Intelligence
  • Stagnant Ascendancy
This Fallen Empire is an ancient artificial intelligence that appears to be operating on some sort of caretaker protocol. It behaves erratically but seems to post no direct threat to us.
Galactic Custodians
  • Purger
  • Robot Liberator
  • Custodial
  • Awakened from Ancient Caretakers
  • 2x Bravery
  • No.png Border friction
  • 1.25x Combat bravery
  • No.png Threat concern
  • 0.75x Trade willingness
  • Auth machine intelligence.png Machine Intelligence
  • Final Defense Directives
This Awakened Empire is an ancient artificial intelligence acting as a galactic custodian. It will focus all its efforts on defending sapient life against the ongoing crisis.
Rampaging Machines
  • Purger
  • Robot Liberator
  • Berserk
  • Awakened from Ancient Caretakers (Contingency crisis only, 33% chance)
  • 10x Aggressiveness
  • 10x Bravery
  • No.png Diplomacy
  • Auth machine intelligence.png Machine Intelligence
  • Corrupted Defense Directives
This Awakened Empire is an ancient artificial intelligence that has gone berserk. It is likely to attack anything and anyone around it.


Fallback personality

In case of a glitch, the Despicable Neutrals personality will be used. Otherwise, this personality type should not appear in a normal playthrough.

AI personality is decided on the end of the first day. Therefore, on the first day of the game, all empires will have the fallback personality, even for fallen empires, but no one can establish communications with another empire on the first day, so this is no problem.

Personality Characteristics Behavior modifiers Prerequisites Weight & Modifiers Description
Despicable Neutrals
  • None
  • All at norm (1.0x)
  • Fallback AI personality
  • Fallback AI personality
What makes a species turn neutral ... Lust for gold? Power? Or were they just born with hearts full of neutrality?

References

  1. The personality files can be found at the /Stellaris/common/personalities folder.