Difference between revisions of "AI personalities"

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* {{iconify|Corporate}} authority ''or'' {{iconify|Corporate Dominion}} civic
 
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* Is ''either'':
 
* Is ''either'':
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** ''not'' {{icon|Xenophile}}{{icon|Fanatic Xenophile}} Xenophile
 
** {{icon|Militarist}}{{icon|Fanatic Militarist}} Militarist
 
** {{icon|Militarist}}{{icon|Fanatic Militarist}} Militarist
** ''not'' {{icon|Xenophile}}{{icon|Fanatic Xenophile}} Xenophile
 
 
* Is ''not'' {{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist
 
* Is ''not'' {{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist
 
| '''Base:''' 100
 
| '''Base:''' 100

Revision as of 17:12, 5 January 2019

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This article may contain outdated information that is inaccurate for the current version of the game.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 2.2.

This article is for the PC version of Stellaris only.

AI empires act and behave based on their AI Personality type which in turn is dictated by factors like what ethics, traits and government type the empire has. The personality type will direct the empires' behavior in terms of foreign- and domestic policy, fleet budgeting, political behavior and general empire characteristics. The empire's personality can be found in the diplomacy screen, just under the ethics list.

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

  • Attack neutrals - Attacks neutral entities (Tiyanki, Nomads, Enclaves, Caravaneers and the Infinity Machine)
  • Conqueror – Uses the Claim Wargoal during offensive or defensive wars
  • Displacer - Uses the Displacement Purge policy against xeno pops and does not accept refugees
  • Dominator – Invades pre-FTL civilizations
  • Infiltrator – Uses the Covert Infiltration Observation mission when dealing with pre-FTL civilizations
  • Isolationist - Always keeps borders closed and does not accept refugees
  • Liberator – Uses the Liberation Wargoal during offensive or defensive wars
  • Multispecies – Gives all species Full Citizenship rights
  • Opportunist – Is likely to attack another empire if that empire is fighting a war
  • Propagator - Aggressiveness changes to 10 when it can't expand
  • Purger – Purges xeno pops
  • Robot exploiter – Uses the Servitude Artificial Intelligence policy
  • Robot liberator – Uses the Citizen Rights Artificial Intelligence policy
  • Slaver – Enslaves aliens
  • Subjugator – Adopts the Domination tradition tree early and uses the Subjugation Wargoal during offensive or defensive wars
  • Uplifter – Uplifts pre-sapients and technologically enlightens pre-FTL civilizations

Behavior modifiers

  • Aggressiveness – Affects the chance of declaring wars against empires they hold negative Attitude towards.
  • Border friction – Affects how much negative Opinion Border Friction generates.
  • Bravery – Affects how much Relative Power is considered when declaring Rivalry or War.
  • Colony spending – Affects how many resources the empire will spend in setting up new colonies.
  • Combat bravery - Affects the chance of retreating from battle. At 1.0 they will attempt to retreat from an engagement after losing 50% of their fleet.
  • Military spending – Affects how many resources the empire will spend on its fleets and armies.
  • Threat concern – Affects how much negative Opinion Threat generates.
  • Trade willingness – At 1.0 willingness the empire will accept a deal that is equally good for both sides. Lower values mean the empire will only accept deals shifted in its favor.

Ships

  • Weapon preference - Preferred weapon type the empire will use on its ships.
  • Hull ratio - Amount of hull boosters the empire will have on its ships.
  • Armor ratio - Amount of armor the empire will have on its ships.
  • Shields ratio - Amount of shields the empire will have on its ships.

The above ratios determine what percentage Hull/Armor/Shield attachments the empire's ship designs will have. As an example, an empire with 0.5x Shield ratio and 0.5x Armor ratio will use ship designs where the Utility slots will contain Defense components consisting of 50% Shields and 50% Armor.

AI personalities

When the game is started the personality with the highest weight will be assigned to the AI empire. All existing weight modifiers are additive, not multiplicative.

Note: Any behavior modifier listed above that is not included in a given entry in the below table means its 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
  • –50 Opinion towards Pacifist.png pacifists
  • –100 Opinion towards Fanatic Pacifist.png fanatic pacifists
  • In Apocalypse they will not hire mercenaries
  • 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
  • 0.2x Hull ratio
  • 0.4x Armor ratio
  • 0.4x Shields ratio
  • Strike Craft weapons preference
  • Is either:
    • Fanatic Militarist.png Fanatic Militarist and one of the following:
      • Egalitarian.png Egalitarian
      • Xenophile.png Xenophile
      • Spiritualist.png Spiritualist
    • Militarist.png Militarist and Fanatic Xenophile.png Fanatic Xenophile
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
  • –100 Opinion towards Materialist.pngFanatic Materialist.png Materialists
  • 1.25x Aggressiveness
  • 1.2x Border friction
  • 1.1x Colony spending
  • 1.1x Military spending
  • 0.9x Threat concern
  • 0.75x Trade willingness
  • 0.1x Hull ratio
  • 0.5x Armor ratio
  • 0.4x Shields ratio
  • Kinetic weapons preference
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist
  • Is either:
    • Authoritarian.pngFanatic Authoritarian.png Authoritarian
    • Militarist.pngFanatic Militarist.png Militarist
    • Xenophobe.pngFanatic Xenophobe.png Xenophobe
  • Is not:
    • Pacifist.pngFanatic Pacifist.png 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
Evangelizing 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
  • 0.3x Armor ratio
  • 0.7x Shields ratio
  • Energy weapons preference
  • Materialist.pngFanatic Materialist.png Materialist
  • Is not:
    • Militarist.pngFanatic Militarist.png Militarist
    • Pacifist.pngFanatic Pacifist.png Pacifist
    • Xenophobe.pngFanatic Xenophobe.png Xenophobe
Base: 10
  • +2 if either:
    • Auth oligarchic.pngCivic technocracy.png Science Directorate
    • ImperialCivic technocracy.png Illuminated Autocracy
  • +2 if Fanatic Materialist.png Fanatic Materialist
  • +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
  • 0.2x Hull ratio
  • 0.4x Armor ratio
  • 0.4x Shields ratio
  • Energy weapons preference
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist
  • Is either:
    • Egalitarian.pngFanatic Egalitarian.png Egalitarian
    • Pacifist.pngFanatic Pacifist.png Pacifist
    • Xenophile.pngFanatic Xenophile.png Xenophile
  • Is not:
    • Militarist.pngFanatic Militarist.png Militarist
    • Xenophobe.pngFanatic Xenophobe.png 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
  • 0.1x Hull ratio
  • 0.4x Armor ratio
  • 0.5x Shields ratio
  • Kinetic weapons preference
  • Auth corporate.png Corporate authority or Civic corporate dominion.png Corporate Dominion civic
  • Is either:
    • not Xenophile.pngFanatic Xenophile.png Xenophile
    • Militarist.pngFanatic Militarist.png Militarist
  • Is not Pacifist.pngFanatic Pacifist.png 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
  • 0.1x Hull ratio
  • 0.4x Armor ratio
  • 0.5x Shields ratio
  • Strike Craft weapons preference
  • Auth corporate.png Corporate authority or Civic corporate dominion.png Corporate Dominion civic
  • Is either:
    • Pacifist.pngFanatic Pacifist.png Pacifist
    • Xenophile.pngFanatic Xenophile.png Xenophile
  • Is not:
    • Militarist.pngFanatic Militarist.png 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
  • 0.5x Armor ratio
  • 0.5x Shields ratio
  • Energy weapons preference
  • Is either:
    • Authoritarian.pngFanatic Authoritarian.png Authoritarian
    • Militarist.pngFanatic Militarist.png Militarist
    • Xenophobe.pngFanatic Xenophobe.png Xenophobe
  • Is not:
    • Pacifist.pngFanatic Pacifist.png Pacifist
Base: 5
  • +1000 if Civic barbaric despoilers.png Barbaric Despoilers civic
Hegemonic Imperialists consider themselves the rightful rulers of the galaxy, and will attempt to expand their empire by any means possible.
Slaving Despots
  • Conqueror
  • 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
  • 0.3x Hull ratio
  • 0.3x Armor ratio
  • 0.4x Shields ratio
  • Guided weapons preference
  • Civic slaver guilds.png Slaver Guilds civic
  • Is not:
    • Pacifist.pngFanatic Pacifist.png Pacifist
    • Xenophile.pngFanatic Xenophile.png 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
  • 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
  • 0.2x Hull ratio
  • 0.3x Armor ratio
  • 0.5x Shields ratio
  • Kinetic weapons preference
  • Civic slaver guilds.png Slaver Guilds civic
  • Is either:
    • Pacifist.pngFanatic Pacifist.png Pacifist
    • Xenophile.pngFanatic Xenophile.png Xenophile
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
  • +25 Opinion towards Auth democratic.png Democratic authority
  • –50 Opinion towards Auth oligarchic.png Oligarchic authority
  • –100 Opinion towards ImperialAuth dictatorial.png autocratic governments
  • –100 Opinion towards Civic machine servitor.png Rogue Servitor
  • 1.25x Bravery
  • 0.75x Border friction
  • 1.2x Military spending
  • 1.1x Threat concern
  • 0.9x Trade willingness
  • 0.1x Hull ratio
  • 0.5x Armor ratio
  • 0.4x Shields ratio
  • Kinetic weapons preference
  • Egalitarian.pngFanatic Egalitarian.png Egalitarian
  • Militarist.pngFanatic Militarist.png Militarist
  • Auth democratic.png Democratic authority
  • Is not:
    • Xenophobe.pngFanatic Xenophobe.png Xenophobe
Base: 100 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
  • Uplifter
  • 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
  • 0.6x Armor ratio
  • 0.4x Shields ratio
  • Guided weapons preference
  • Authoritarian.pngFanatic Authoritarian.png Authoritarian
  • Is either:
    • Pacifist.pngFanatic Pacifist.png Pacifist
    • Xenophile.pngFanatic Xenophile.png Xenophile
  • Is not:
    • Militarist.pngFanatic Militarist.png Militarist
    • Xenophobe.pngFanatic Xenophobe.png Xenophobe
Base: 10
  • +1 if Conformists.png Conformists trait
  • +1 if Imperial Imperial authority
Harmonious Collectives are authoritarian societies where the citizens are devoted to the state without the need for coercion. They are usually friendly towards others, so long as they do not meddle in their internal affairs.
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
  • 0.1x Hull ratio
  • 0.3x Armor ratio
  • 0.6x Shields ratio
  • Energy weapons preference
  • Is either:
    • Fanatic Egalitarian.png Fanatic Egalitarian
    • Fanatic Xenophile.png Fanatic Xenophile
    • Pacifist.pngFanatic Pacifist.png Pacifist and Egalitarian.pngFanatic Egalitarian.png Egalitarian
    • Pacifist.pngFanatic Pacifist.png Pacifist and Xenophile.pngFanatic Xenophile.png Xenophile
    • Pacifist.pngFanatic Pacifist.png Pacifist and Materialist.pngFanatic Materialist.png Materialist
    • Xenophile.pngFanatic Xenophile.png Xenophile and Egalitarian.pngFanatic Egalitarian.png Egalitarian
  • Is not:
    • Authoritarian.pngFanatic Authoritarian.png Authoritarian
    • Militarist.pngFanatic Militarist.png Militarist
    • Xenophobe.pngFanatic Xenophobe.png 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
  • In Apocalypse they will not hire mercenaries
  • 0.5x Aggressiveness
  • 0.75x Bravery
  • 2x Border friction
  • 1.2x Military spending
  • 0.75x Threat concern
  • 0.5x Trade willingness
  • 0.1x Hull ratio
  • 0.3x Armor ratio
  • 0.6x Shields ratio
  • Guided weapons preference
  • Pacifist.pngFanatic Pacifist.png Pacifist
  • Xenophobe.pngFanatic Xenophobe.png 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.
Fanatical Purifiers
  • Attack neutrals
  • Conqueror
  • Dominator
  • Opportunist
  • Purger
  • Robot exploiter
  • Slaver
  • Uses room 11
  • –1000 Opinion towards xenos
  • +200 Opinion towards Fanatic Purifiers of the same species
  • 2x Aggressiveness
  • No.png Border friction
  • 1.25x Combat bravery
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.5x Trade willingness
  • 0.1x Hull ratio
  • 0.4x Armor ratio
  • 0.5x Shields ratio
  • Kinetic weapons preference
  • Fanatic Xenophobe.png Fanatic Xenophobe and Militarist.png Militarist
  • Civic fanatic purifiers.png Fanatic Purifiers civic if Utopia is installed
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
  • 0.2x Hull ratio
  • 0.4x Armor ratio
  • 0.4x Shields ratio
  • Strike Craft weapons preference
  • Pacifist.pngFanatic Pacifist.png Pacifist
  • Xenophile.pngFanatic Xenophile.png Xenophile
  • Is either:
    • Nomadic.png Nomadic
    • Rapid Breeders.png Rapid Breeders
    • Fertile.png Fertile
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.
Fanatical Befrienders
  • Conqueror
  • Opportunist
  • Infiltrator
  • Multispecies
  • Subjugator
  • Uplifter
  • Uses room 18
  • +100 Opinion towards everyone
  • 2x Aggressiveness
  • 1.5x Bravery
  • No.png Border friction
  • 1.2x Military spending
  • 0.5x Threat concern
  • 0.1x Hull ratio
  • 0.4x Armor ratio
  • 0.5x Shields ratio
  • Energy weapons preference
  • 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.
Metalheads
  • Attack neutrals
  • Conqueror
  • Dominator
  • Infiltrator
  • Opportunist
  • Purger
  • Robot Liberator
  • No unique dialogue
  • Uses room 12
  • –1000 Opinion towards everyone
  • 10x Aggressiveness
  • 10x Bravery
  • 1.25x Combat bravery
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.5x Armor ratio
  • 0.5x Shields ratio
  • Energy weapons preference
  • Militarist.png Militarist
  • Materialist.png Materialist
  • Xenophobe.png Xenophobe
  • Industrious.png Industrious trait
  • Strong.png Strong trait
Base: 1000 Metal.

Hive Minds

Personality Characteristics Behavior modifiers Prerequisites 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
  • 0.4x Hull ratio
  • 0.2x Armor ratio
  • 0.4x Shields ratio
  • Kinetic weapons preference
  • Auth hive mind.png Hive Mind
  • Is not:
    • Civic devouring swarm.png Devouring Swarm
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
  • Attack neutrals
  • Conqueror
  • Dominator
  • Opportunist
  • Purger
  • Uses room 19
  • –1000 Opinion towards everyone
  • 3x Aggressiveness
  • 1.1x Bravery
  • 1.25x Combat bravery
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.4x Hull ratio
  • 0.2x Armor ratio
  • 0.4x Shields ratio
  • Kinetic weapons preference
  • Auth hive mind.png Hive Mind
  • Civic devouring swarm.png Devouring Swarm
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 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
  • 0.2x Hull ratio
  • 0.4x Armor ratio
  • 0.4x Shields ratio
  • 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
Machine Intelligences have largely put their troubled with organic lifeforms behind them, and are usually open to diplomatic exchanges with other spacefaring races.
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
  • 0.2x Hull ratio
  • 0.5x Armor ratio
  • 0.3x Shields ratio
  • Kinetic weapons preference
  • Auth machine intelligence.png Machine Intelligence
  • Civic machine assimilator.png Driven Assimilator
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.
Determined Exterminators
  • Attack neutrals
  • Conqueror
  • Dominator
  • Opportunist
  • Purger
  • Robot Liberator
  • Uses room 20
  • –1000 Opinion towards organics
  • –200 Opinion towards Rogue Servitors
  • +100 Opinion towards Machine empires
  • +200 Opinion towards Determined Exterminators
  • 2x Aggressiveness
  • 1.5x Combat bravery
  • No.png Border friction
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.1x Hull ratio
  • 0.4x Armor ratio
  • 0.5x Shields ratio
  • Guided weapons preference
  • Auth machine intelligence.png Machine Intelligence
  • Civic machine terminator.png Determined Exterminator
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.
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
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.

Sleeping fallen empires
Personality Characteristics Behavior modifiers Prerequisites Description
Keepers of Knowledge
  • Robot Exploiter
  • Yes.png Can send requests, tasks and gifts
  • Yes.png 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
  • Yes.png Can send requests, tasks and gifts
  • No.png Cannot become Guardians of the Galaxy
  • 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
  • Yes.png Can send requests, tasks and gifts
  • Yes.png Can become Guardians of the Galaxy
  • –60 Opinion towards Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png genocidal empires
  • 0.5x Aggressiveness
  • 2x Bravery
  • No.png Border friction
  • 1.25x Combat bravery
  • No.png Threat concern
  • 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
  • No.png Does not send requests, tasks or gifts
  • No.png Cannot become Guardians of the Galaxy
  • 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
Personality Characteristics Behavior modifiers Prerequisites Description
Watchful Regulators
  • Conqueror
  • Opportunist
  • Robot Exploiter
  • Subjugator
  • Seeks to make every empire a Satellite
  • 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 make every empire a Dominion
  • 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 make every empire a Signatory
  • 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 make every empire a Thrall
  • 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
  • Yes.png Can send requests, tasks and gifts
  • Yes.png 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
  • Custodian Matrix
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 during Contingency crisis (66% chance)
  • 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 during Contingency crisis (33% chance)
  • 10x Aggressiveness
  • 10x Bravery
  • 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

If the process of assigning an AI personality to an empire fails (usually due to a glitch) and the AI empire in question is left without an assigned personality when the game begins, the game will assign it the Despicable Neutrals personality as a fallback. Otherwise, this personality type should not appear in a normal playthrough.

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