Difference between revisions of "Empire"

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Revision as of 00:03, 17 July 2018

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 2.1.

This article is for the PC version of Stellaris only.

An Empire is a group of planets and star systems that are ruled by the same government and controlled by a single player (or AI). Empires may have a variety of governments such as a democracy, oligarchism, despotism or imperial rule.

Ethics are the most defining features of a space empire; they affect the behavior of AI empires, likely technologies, available policies and edicts, valid government types, the opinions of other empires, and - perhaps most importantly - provide the fuel for internal strife in large and diverse empires.

It should be noted that the name of the player empire and its government structure can always be changed in the government window.

Capital

The capital is the ruling seat of an empire and is oftentimes its most important world. An empire's capital can be moved once every 10 years for a cost of 250 Influence.png influence and it will always have +100% Mod pop government ethic attraction.png governing ethics attraction as well as the option to build an Empire Capital-Complex, the highest level of administrative building. Certain buildings, such as level IV research labs and resource extractors, can only be built in the empire capital. Moving the capital or conquering another empire's capital downgrades an existing complex and removes capital-exclusive buildings.

An empire's capital planet and system are marked by star corners on the system and galaxy maps.

Core systems

Core systems are those where the controlling player (or AI) manages the system's planets and buildings directly. As an alternative, players may assign systems into sectors by which planets micromanage themselves. The empire capital system is always part of the core systems and cannot be transferred to a sector.

All planets within core systems or a sector share the same leader slot (filled by a governor). The leader's bonuses provided by their governor traits are shared throughout the planets within that sector. Whether alien and slave populations can inhabit core worlds is determined by a policy.

The base number of maximum core worlds is 3. An empire may increase their core worlds via the following:

  • +2 Pacifist.png Pacifist ethic
  • +4 Fanatic Pacifist.png Fanatic Pacifist ethic
  • +2 Civic efficient bureaucracy.png Efficient Bureaucracy civic
  • +2 Menu icon traditions.png Completing all Expansion traditions
  • +1 Colonial Bureaucracy research
  • +1 Galactic Bureaucracy research
  • +1 Administrative Efficiency research (repeatable)
  • +5 Ap imperial prerogative.png Imperial Prerogative ascension perk
  • +2 Civic divided attention.png Divided Attention civic (Hive Minds only)
  • +2 Gestalt consciousness.png Gestalt Consciousness ethic

If the number of directly controlled systems exceeds this limit, the empire suffers the modifier Inefficient Planet Management incurring Influence.png −10% monthly influence and Energy Credits.png −10% monthly energy credits for every system above the limit.

Sector systems

A Sector is an autonomous administrative region under the control of a Governor. Sectors govern themselves independently of the player (or AI), though the empire remains responsible for the defense and protection of its sectors and can issue some priorities and orders to the sector government regarding construction of buildings etc. Sectors are created and managed by clicking on the empire tab at the top left of the screen. Sectors can be created and removed at will and can also be assigned a name.

Each sector has its own stock of Energy Credits.png energy and Minerals.png minerals. These stocks will be filled with sources within the sector's borders, except that some of its income are sent to the national stockpile depending on what tax level the player has selected for it. The sector's source of income can be taxed by 0/25/50/75% for Energy Credits.png Energy Credits or Minerals.png Minerals separately. Additionaly, sectors allow for the option to transfer 75% of the their stockpiled resources immediately at a 100 Influence.png influence cost. The cost is reduced to 25 during defensive wars. Food.png Food, Research.png Research, Unity.png Unity, and Strategic.png Strategic resources income are empire-wide and are, therefore, not stockpiled by sectors.

Sectors remain an integrated part of the empire, but handle development of planets and the construction of stations and defensive armies within their region themselves. Players can choose to set a a focus for them, which will influence their building path: balanced (no special focus), agricultural (focusing on food), industrial (focusing on minerals), research (focusing on research output) and financial (focusing on energy credits). They can be permitted or forbidden to replace existing buildings, requested to respect existing resource deposits, build orbital stations, spaceports, civilian ships, robots or to colonize planets available within the sector's borders.

The exact limit for direct control of planets depends on various factors, such as government type and technologies. The sector's capital will be the first planet added to the sector. Star systems can be added to and exchanged between sectors at any time, but each sector must always be a single contiguous region of connected space. If a sector becomes non-contiguous due to conquest or other actions a penalty will be applied to its production with a (-25% reduction in Research.pngEnergy Credits.pngMinerals.pngFood.png).

The technologies to increase the maximum number of core worlds and sectors are both techs that may be researched repeatedly, although at an increasing cost. Sector limit gets increased by 1 for every 4 owned planets.

There is no limit to the number of stars within a given sector.

Empire Modifiers

Empire Modifiers are gained through a variety of actions such as event choices or diplomacy with enclaves. They affect the entire empire and as such bring large benefits or penalties.

Permanent Modifiers

Permanent Empire Modifiers are always positive and last the entire game. They can only be gained through events.

Modifier Effects Source DLC
Flagellating Movement Mod ship evasion mult.png +5% Evasion
  • Space Amoebas special project choice
Amoeba Hunter Damage +33% Damage to Space Amoebas
  • Fanatic Militarist.pngMilitarist.png Militarist, Fanatic Xenophobe.pngXenophobe.png Xenophobe or Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
  • Space Amoebas special project choice
Amoeboid Pacification Unknown.png Space Amoebas will not attack owned ships
  • Fanatic Pacifist.pngPacifist.png Pacifist or Fanatic Xenophile.pngXenophile.png Xenophile
  • Space Amoebas special project choice
Crystal Focus Energy Credits.png +5% Energy Output
  • Crystalline Entities special project choice
Crystal Hunter Damage +33% Damage to Crystalline Entities
  • Fanatic Militarist.pngMilitarist.png Militarist, Fanatic Xenophobe.pngXenophobe.png Xenophobe or Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
  • Crystalline Entities special project choice
Crystalline Pacification Unknown.png Crystalline Entities will not attack owned ships
  • Fanatic Pacifist.pngPacifist.png Pacifist or Fanatic Xenophile.pngXenophile.png Xenophile
  • Crystalline Entities special project choice
Drone Mining Techniques Minerals.png +5% Minerals Output
  • Ancient Mining Drones special project choice
Drone Destroyer Damage +33% Damage to Ancient Mining Drones
  • Ancient Mining Drones special project choice
Void Loops Physics Research +10% Physics Output
  • Void Clouds special project choice
Cloud Destroyer Damage +33% Damage to Void Clouds
  • Void Clouds special project choice
Streamlining Algorithms Mod ship evasion mult.png +10% Evasion
  • From Beneath the Waves colony event
Enhanced Solar Power Energy Credits.png +5% Energy
  • Strength from Small Places anomaly event
Enhanced Ship Speed Mod ship speed mult.png +10% Sublight Speed
  • Adrift anomaly event
Excluding Elixir of Life Mod leader age.png +15 years Leader lifespan
  • The Tree anomaly event choice
Shared Elixir of Life Mod pop happiness.png +5% Biological Pop Happiness
  • The Tree anomaly event choice
Hive harrier Damage +25% Damage to the Asteroid Hives
  • Asteroid Hives alive and awakened
  • Purchasing advice from the Curators (-5000 Energy Credits.png Energy)
Leviathans.png Leviathans
Draconic Beats Damage +25% Damage to the Ether Drake
  • Ether Drake alive
  • Purchasing advice from the Curators (-5000 Energy Credits.png Energy)
Leviathans.png Leviathans
Dreadnought Dazzler Damage +25% Damage to the Automated Dreadnought
  • Automated Dreadnought alive
  • Purchasing advice from the Curators (-5000 Energy Credits.png Energy)
Leviathans.png Leviathans
Portal Pacifier Damage +25% Damage to the Dimensional Horror
  • Dimensional Horror alive
  • Purchasing advice from the Curators (-5000 Energy Credits.png Energy)
Leviathans.png Leviathans
The Infinite Calibrator Damage +25% Damage to the Infinity Machine
  • Infinity Machine alive
  • Purchasing advice from the Curators (-5000 Energy Credits.png Energy)
Leviathans.png Leviathans
The Singularity Procesor Mod country all tech research speed.png +5% Research Speed
  • Helping or successfully hacking the Infinity Machine
  • Already have Tech sentient ai.png Positronic AI and Tech zero point power.png Zero Point Power technology
Leviathans.png Leviathans
Spectral Residue Studies Research speed (Physics) +5% Physics Research Speed
Damage +5% Energy Weapon Damage
Energy Credits.png +10% Energy
  • Defeating the Spectral Wraith
Leviathans.png Leviathans
Ageless Mod leader age.png +15 years Leader lifespan
  • Essence of Ageless Science Nexus event
Utopia.png Utopia
Innoculated Population Mod pop growth req.png +5% Growth Speed
Mod leader age.png +10 years Leader lifespan
  • Ancient Caretakers innoculation success
Synthetic Dawn.png Synthetic Dawn
Improved Code Standards Robot resource output.png +5% Robot Resource output
  • Ancient Caretakers code changes success
Synthetic Dawn.png Synthetic Dawn
Minerals Mapping Minerals.png +10% Minerals Output
  • Molluscoid Miners anomaly event choice
Distant Stars.png Distant Stars

Renewable Modifiers

Renewable Empire Modifiers are always positive and last as long as an empire can afford their upkeep costs.

Modifier Effects Source Description DLC
Ethic Promoted Mod pop ethic shift.png +100% Chosen Ethic Attraction
Influence.png -2 Monthly Influence
Promoting a faction The chosen Ethic is being promoted by the government.
Ethic Suppressed Mod pop ethic shift.png -75% Chosen Ethic Attraction
Influence.png -1 Monthly Influence
Suppressing a faction The chosen Ethic is being suppressed by the government.
The Mirror of knowledge Mod country all tech research speed.png +10% Research Speed Starbase orbiting the Pantagruel black hole We currently have a station in orbit of the Pantagruel black hole, gazing into its mirror universe, enhancing our research capabilities. Leviathans.png Leviathans
Patron of the Arts Unity.png +10% Monthly Unity Artist Enclave service You are dedicating time and effort to supporting the development of new art. Leviathans.png Leviathans
Trader Enclave Trade Deal Food.pngMinerals.pngEnergy Credits.png +50 Food/Minerals/Energy
Food.pngMinerals.pngEnergy Credits.png -100 Food/Minerals/Energy
Trader Enclave service This trade deal stipulates a monthly transfer of resources between us and Trader Enclave. Leviathans.png Leviathans
Trader Enclave Strategic Resource Deal Strategic.png +1 XuraGel/Muutagan Crystals/Riggan Spice Trader Enclave service Leviathans.png Leviathans
Curator Insight Mod country all tech research speed.png +10% Research Speed Curator Enclave service The Curators have shared their knowledge with you. Although requiring extensive interpretation, this will surely advance your understanding. Leviathans.png Leviathans
OR
Distant Stars.png Distant Stars

Victory conditions

Victory conditions are predefined goals that ensure victory of the game. In single-player mode, victory conditions are disabled if the game is started without AI players.

There are three ways to achieve victory in Stellaris:

  • Domination, which requires owning 40% of all colonizable planets. Those owned by vassals and tributaries count while planets owned by allies and federation members do not.
  • Conquest, which requires conquering or subjugating all independent empires except for fallen empires. In singleplayer Conquest victory is disabled if the game is started without AI players.
  • Federation, which requires all members of a single federation to collectively own 60% of all colonizable planets. A human player can only win by this method while holding the federation presidency.

Any independent empire, even an AI empire, can declare victory. However, AI empires do not pursue these victory conditions and can only meet them coincidentally, as driven by their AI personalities. Vassals and protectorates cannot claim victory under any circumstances.

All players may continue the game session normally even after an empire declares victory.

References


Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs