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Revision as of 13:51, 26 August 2019 by Karlington (talk | contribs) (Chor's Compass: Exact time for reliquary cooldown. Search events\caravaneer_events.txt for "lootboxed_recently" for script details.)
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This article is for the PC version of Stellaris only.

The Caravaneers are a space-based coalition of traders who send out fleets across the galaxy to offer every empire great deals. They start in a unique system called Chor’s Compass which contains their Caravaneer Citadel and two out of three caravan fleets: Racket Industrial Enterprise, the Numistic Order, and the Vengralian Trium. These fleets roam the galaxy, traveling towards every empire to offer deals.

Chor's Compass

Reliquary Chambers on Caravaneer Citadel

The Caravaneer Citadel in this System acts as the return point for the caravan fleets and an intergalactic Casino. Should the station be destroyed but at least one caravan fleet still be alive, they will ask to re-establish it in a random uncolonized system claimed by an empire, as close to their original one as possible. If the empire accepts it will lose control of the system but gain +5% Trade value.png Trade Value.

The Caravaneers use a unique resource called CaravanCoinz, which can be bought in bulks of 8k, 12k and 26k with Energy.png Energy Credits. The options are equally efficient. Those can be used to either play Slots or open a Reliquary. Reliquaries restock every 500 days.

Slots Reliquary
Price 2783.92 CaravanCoinz 6194.21 CaravanCoinz
6 per game per empire
  • 75% - Nothing
  • 15% - 500 CaravanCoinz
  • 4% - 1000 Energy.png Energy
  • 4% - 1000 Minerals.png Minerals
  • 4% - 3000 CaravanCoinz
  • 1% - 10k-100k Minerals.png Minerals (monthly production x 120)
  • 1% - 10k-100k Energy.png Energy (monthly production x 120)
  • 1% - Great Extended Payout empire modifier for 600 months, giving the following:
    • +40 Monthly Energy.png Energy
    • +40 Monthly Minerals.png Minerals
  • 29.5% - Empty
  • 70% - Any of the following:
    • Ancient Trade Route capital planet modifier (+10% Trade value.png Trade Value)
    • 6 months' output of Consumer goods.png Consumer Goods (min 100)
    • 8 months' output of Consumer goods.png Consumer Goods (min 2000)
    • 24 months' output of Food.png Food (min 2000)
    • 24 months' output of Alloys.png Alloys (min 2000)
    • 24 months' output of Physics Research Physics (min 2000)
    • 24 months' output of Society research Society Research (min 2000)
    • 4000 Energy.png Energy and Minerals.png Minerals
    • 2000 Engineering research Engineering Research
    • 1000 Society research Society Research
    • Ruler gets the Trait psionic species.png Psionic trait (won't trigger if already Psionic)
  • 0.5% - R galatron.png The Galatron Relic

Neighbor Events

If a Empire has a colony within 3 hyperlane jumps of the Caravaneer Citadel, there is a yearly chance for an event to happen with the following weights:

  • 500 - nothing
  • 10 - The Collector sells a mystery box for 3000 Energy.png Energy (only Option available for Gestalt consciousness.png Gestalt Consciousness). If bought, it will grant:
    • 35% - Nothing
    • 10% - 4000 Minerals.png Minerals
    • 10% - 1000 Engineering research Engineering
    • 10% - 1000 Society research Society
    • 10% - 1000 Physics Research Physics
    • 10% - 1000 Alloys.png Alloys
    • 5% - Alloy Hyperfabricator capital world modifier (+10% Alloys.png Alloys from Jobs)
    • 5% - Energy Accelerator capital world modifier (+10% Energy.png Energy from Jobs)
    • 5% - Incredibly Boring Relic capital world modifier (+10% Minerals.png Minerals from Jobs)
  • 10 - A planet gets the Problematic Gambling modifier (+15 Job criminal.png Crime for 1825 days)
  • 10 - A planet gets the Festival Aftermath modifier (-5% Stability.png Stability) for 1825 days. Same chance to spawn Hybrid Species as "Xenophiles like Caravan"
  • 10 - A planet gets the Hot Slots! modifier (+15% Trade value.png Trade Value) for 1825 days)
  • 5 - Up to 50 biological pops on a planet gain the Resilient.png Resilient trait
  • 5 - A planet loses 2 Pops and is given 20 Devastation.png Devastation. A Special Project is added, adding a light amount of Society research Society research and unlocking the Tech psionic theory.png Psionic Theory technology or adding a large amount of progress if already unlocked.
    • If the planet has a moon the moon is shattered and given an 8 Minerals.png Minerals deposit
    • If the planet has no moon it it gets a removable Blocker and the Heavy Metal modifier (+10% Alloys.png Alloys from Jobs)


Caravan leaving Chor's Compass

Every time a Caravan fleet enters an empire's borders it will offer a rare trade deal. The offer can be accepted immediately, delayed to when the fleet is leaving the space or rejected outright. The fleets can not be contacted any other way and all attempts will redirect to Chor's Compass instead. Delaying has a very low chance of the deal changing.

Numistic Order

The Numistic Order is a religious Caravan that offers only deals with fixed costs. It features the largest amount of offers but half of them are one time only. They offer the following deals:

Offer Price Requirements Repeatable
200 Exotic gases.png Exotic Gases Energy.png 1700 Energy Yes.png
3000 Energy.png Energy Credits Alloys.png 500 Alloys Yes.png
200 Rare crystals.png Rare Crystals Pop.png 2 Pops Not Gestalt consciousness.png Gestalt Consciousness Yes.png
2 Pops with the Leader trait nuumismatic administration.png Numistic Administration trait Energy.png 3500 Energy Not Gestalt consciousness.png Gestalt Consciousness Yes.png
D geothermal vent.png Numa's Breath planetary feature Minerals.png 200 Minerals Yes.png
Pm strong magnetic field.png Numistic Magnetistrips planet modifier Influence.png 100 Influence Auth machine intelligence.png Machine Intelligence Yes.png
Numistic Cruiser Energy.png 500 Energy No.png
Caravaneer Cruiser Energy.png 2500 Energy No.png
Numistic Shrine building Energy.png 2000 Energy Not Gestalt consciousness.png Gestalt Consciousness No.png
Numistic Visualisation edict Energy.png 2500 Energy Not Gestalt consciousness.png Gestalt Consciousness except Civic machine servitor.png Rogue Servitor No.png
Tech prescient data modeling.png Numistic Data Modeling technology (+5% Energy.png from Pop job.png Jobs) Energy.png 3500 Energy No.png
Governor leader with the Leader trait nuumismatic priest.png Merchant of Numa trait Energy.png 1500 Energy Not Gestalt consciousness.png Gestalt Consciousness No.png
Decision divine algorithm.png Divine Algorithm decision Minerals.png 2000 Minerals Auth machine intelligence.png Machine Intelligence No.png

Vengralian Trium

The Vengralian Trium is unique in that both their products and their prices are randomly generated, as opposed to each product having a specific price. Their deals may contain any of the following:

Offers Prices
  • Energy.png 2000 Energy Credits (Gestalt consciousness.png Gestalt Consciousness)
  • Consumer goods.png 1000 Consumer Goods (not Gestalt consciousness.png Gestalt Consciousness unless Civic machine servitor.png Rogue Servitor)
  • Decision resources.png 1 Trium Atmospheric Deodorizer Deployment decision (not Gestalt consciousness.png Gestalt Consciousness)
  • Decision resources.png 1 Trium Bunk Beds Deployment decision
  • Decision resources.png 1 Trium Food Container Deployment decision
  • Trade value.png +15% Trade Value for 80 years (not Gestalt consciousness.png Gestalt Consciousness)
  • Mod pop growth req.png +10% Pop Growth Speed for 10 years (Auth hive mind.png Hive Mind)
  • Alloys.png 1200 Alloys
  • Unity.png 500 Unity
  • Pop.png 4 Specialist Pops (not Gestalt consciousness.png Gestalt Consciousness)
  • Pop.png 4 Pops, don't have to be drones (Gestalt consciousness.png Gestalt Consciousness)
  • Society research -100% Society Research for 6 months
  • 1 Science Ship

Racket Industrial Enterprise

Rackets are the only predefined Caravaneer species, using the same portraits and traits as the Ketling Star Pack. The payment options for this Fleet are randomly generated based on the product offered although Gestalt consciousness.png Gestalt Consciousness empires are never asked for Consumer goods.png Consumer Goods. They offer the following deals:

Offer Price Requirements
Caravaneer Cruiser Minerals.png 200 Minerals
200 Minerals.png Minerals Food.png 200 Food Game year < 50
Not Auth machine intelligence.png Machine Intelligence
500 Minerals.png Minerals Food.png 1000 Food Game year < 150
Not Auth machine intelligence.png Machine Intelligence
2000 Minerals.png Minerals Food.png 4000 Food Game year > 150
Not Auth machine intelligence.png Machine Intelligence
4 Racket Pops Alloys.png 500 Alloys Not Gestalt consciousness.png Gestalt Consciousness
4 Robots Alloys.png 500 Alloys Auth machine intelligence.png Machine Intelligence
Waste Reprocessing Center building Pop.png 6 Pops Not already unlocked
Tech orbital trash dispersal.png Orbital Trash Dispersal technology Any of the following:
  • Energy.png 1000 Energy
  • Minerals.png 300 Minerals
  • Consumer goods.png 800 Consumer Goods
Not already unlocked
Governor with the Leader trait waste management specialist.png Waste Management Specialist trait Any of the following:
  • Energy.png 300 Energy
  • Food.png 200 Food
  • Consumer goods.png 150 Consumer Goods
Scientist with the Leader trait lightbulb on.png Spark of Genius or Leader trait maniacal.png Maniacal traits Any of the following:
  • Energy.png 300 Energy
  • Food.png 200 Food
  • Consumer goods.png 150 Consumer Goods
+5 Energy.png Energy to a celestial body with a mining station Any of the following:
  • Influence.png 70 Influence
  • Exotic gases.png 15 Exotic Gases
  • Consumer goods.png 100 Consumer Goods
Mining station
Any of the following:
  • Alloys.png 2000 Alloys
  • Exotic gases.png 150 Exotic Gases
  • Living Metal.png 40 Living Metal
Any of the following:
  • Rare crystals.png 55 Rare Crystals
  • Zro.png 15 Zro
  • Dark Matter.png 5 Dark Matter


In addition to the actual offers, simply having a Caravan pass through an empire's colonized systems has a chance to trigger events. Events in general have a shared 720 day lockout.

Ethics Event
No.pngGestalt consciousness.png Gestalt Consciousness 3 free Pops leave their planet to join the Caravan. If the empire is Fanatic Authoritarian.pngAuthoritarian.png Authoritarian it also loses 10 Influence.png Influence.
No.pngGestalt consciousness.png Gestalt Consciousness 1 Caravaneer pop joins a planet. If the empire is Fanatic Xenophobe.pngXenophobe.png Xenophobe it can refuse but it costs 30 Influence.png Influence.
Fanatic Xenophobe.pngXenophobe.png Xenophobe Mass protests erupt in the system. The empire gains a moderate amount of Influence.png Influence.
Fanatic Xenophile.pngXenophile.png Xenophile or Fanatic Materialist.pngMaterialist.png Materialist An open-air trade and party takes place. The empire gains a moderate amount of Energy.png Energy. There is a 33% chance that 3 hybrid species pops will spawn within a year.
Any The Caravan steals 200 Energy.png Energy Credits.
Any The Caravan abandons a ship, bringing the following options:
  • Let it drift into the sun.
  • Start a Special Project to search it with a Construction Ship. The project takes 180 days and unlocks a random Engineering research Engineering research option.
  • Dispose of it and bill the Caravan, granting a moderate amount of Consumer goods.png Consumer Goods. This option is only available to empires with Auth corporate.png Corporate authority.

Attacking the Caravaneers

While the Caravaneers will never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. If a Caravan is attacked it will become hostile but the rest of the Caravaneers will remain peaceful and available for trade. Caravans have 4k fleet power and come equipped with mid-game components. The Caravaneer Citadel on the other hand has 7k fleet power and comes equipped with end-game components. Both Caravans and the Caravaneer Citadel grant 2000 Energy.png Energy and Minerals.png Minerals when destroyed.

Caravan Caravaneer Citadel Starbase
10 Destroyers 6 Cruisers 1 Cargo Ship
  • Large 1 Plasma T2
  • Medium 2 Armor T3
  • Medium 1 Shields T3
  • Auxiliary 1 Regenerative Hull Tissue
  • Core Hyperdrive T3
  • Core Thrusters T3
  • Core Sensors T3
  • Core Reactor T4
  • Core Combat Computer T3 (Picket)
  • Large 1 Plasma T2
  • Medium 2 Plasma T2
  • Small 3 Plasma T2
  • Medium 4 Armor T3
  • Medium 2 Shields T3
  • Auxiliary 1 Regenerative Hull Tissue
  • Core Hyperdrive T3
  • Core Thrusters T3
  • Core Sensors T3
  • Core Reactor T4
  • Core Combat Computer T3 (Line)
  • Large 1 Shields T3
  • Medium 1 Armor T3
  • Small 1 Armor T3
  • Auxiliary 1 Regenerative Hull Tissue
  • Core Hyperdrive T3
  • Core Thrusters T3
  • Core Sensors T3
  • Core Reactor T4
  • Extra large 1 Lance T2
  • Large 1 Launcher T2
  • Medium 6 Disruptor T3
  • Small 6 Disruptor T3
  • Guided 4 Torpedo T3
  • Point defense 4 Point-Defense T3
  • Large 10 Armor T5
  • Large 10 Shields T5
  • Auxiliary 2 Shield Capacitor
  • Core Sensors T4
  • Medium 5 Plasma T2
  • Small 2 Laser T3
  • Guided 5 Missiles T3
  • Point defense 2 Flak T1
  • Auxiliary 1 Regenerative Hull Tissue
  • Core Sensors T4
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