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Empire

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 2.3.

This article is for the PC version of Stellaris only.
A galaxy populated by multiple empires

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.

Contents

HomeworldEdit

Each empire starts with a homeworld that is generated according to a different set of rules than randomly spawned habitable planets. Below is a summary of the different homeworlds and their features. Note that the table shows the number of districts available right at start. Clearing blockers will add to those numbers. Each species has double weight for pop growth on its homeworld.

Homeworld           Blockers Requirement Notes
Organic 16-20 6 6 7 1 pop blocker (depends on authority)
Two random +2 districts (depends on authority)
Planetary Features are determined by climate but the total number of districts available is always the same.
Machine 16-20 8 6 3 1 pop blocker (depends on civics)
  Abandoned Strip Mine
  Machine Intelligence Does not replace Earth's Planetary Features or blockers.
  Gaia 25 8 7 8   Sprawling Slums
  Industrial Wasteland (x2)
  Life-Seeded civic Increases Earth's size but does not replace its Planetary Features, resulting in a smaller number of specialized District slots.
Adds +1   Bubbling Swamp,   Crystalline Caverns and   Dust Caverns Planetary Features even if the homeworld is Earth.
  Tomb 16-20 6 6 6   Settled Ruins
  Radiation Zone
  Post-Apocalyptic civic Does not replace Earth's Planetary Features or blockers.
  Tomb 16-20 7 6 3   Former Organic City
  Battlefield Remains
  Determined Exterminator civic Clearing the Blockers unlocks unique Planetary Features.
  Earth 16 6 7 5   Sprawling Slums
  Industrial Wasteland
  Great Pacific Garbage Patch
Sol starting system Earth has its own unique set of Planetary Features and blockers.
Changing the climate of Earth during empire creation will have no effect of the Planetary Features.
The United Nations of Earth and Earth Custodianship preset empires start on Earth by default.
  Unity 18 6 6 7 1 pop blocker (depends on authority)
Two random +2 districts (depends on authority)
Deneb starting system It is identical to regular starting planets in every way except that its size is fixed at 18.
The Commonwealth of Man preset empire starts on Deneb by default.

CapitalEdit

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. The capital is its own world Designation and gets +5   Stability and +10   Amenities and either +100%   Governing Ethics Attraction by default or -20   Deviancy if   Gestalt Consciousness. An empire's capital planet and system are marked by gold star corners on the system and galaxy maps.

Empire SprawlEdit

Empire Sprawl is a measure of an empire's expansion, both tall and wide, and increases the cost of Technologies, Traditions, Leaders and Edicts. Empire Sprawl is increased by 2 for each system, planet and owned Branch Office and by 1 for each district.

Administrative CapacityEdit

Administrative Capacity represents the bureaucratic assets available to administrate the empire. If the empire exceeds the capacity then every point of Empire Sprawl exceeding the Administrative Capacity will impart the following penalties:

  • +0.3% Tech cost
  • +0.5% Tradition adoption cost
  • +1% Campaign (Certain sorts of Edicts) cost
  • +1% Leader Upkeep cost
  • +1% Leader Cost

An empire's base Administrative Capacity is 30, increased by the following:

  • +10   Pacifist ethic
  • +20   Fanatic Pacifist ethic
  • +20   Efficient Bureaucracy civic
  • +20   Colonial Bureaucracy research
  • +20   Galactic Bureaucracy research
  • +15   Administrative Efficiency repeatable technology
  • +20   Courier Network / Limited Autonomy / Extensible Software Tradition
  • +30   Imperial Prerogative ascension perk
  • +20   Divided Attention civic
  • +20   Corporate authority
  • +10   Private Prospectors civic
  • +20 Oracle permanent modifier

Assuming that each point added to your empire is equally productive the effect of empire sprawl is to make the rate of your technology, campaign, and tradition production tend to a limit - equivalent to 100 points of admin for campaign edicts, 200 for traditions and 333 for technology. This means that normally going over the administrative capacity of an empire leads to diminishing returns. Your admin capacity being over the cap can lead to minor reductions in productivity, however, should largely be considered inconsequential compared to the benefits for going over the cap. Leader costs are significantly more complex as the number of leaders an empire requires increases as the empire becomes larger.

Empire CohesionEdit

Empire Cohesion, as the name implies, is a measure of the overall cohesiveness of an empire's territory. If the cohesion loss is greater than the total cohesion an empire's Sprawl will be multiplied and thus put greater administrative strain upon it. Cohesion is raised or lowered by the following:

  • +1 for each owned system
  • +3 for each upgraded Starbase
  • -1 for each hyperlane connection outside the empire's borders
  • -3 for each unowned system that only connects to your empire

Empire Cohesion is especially important in games set with a high hyperlane density. Full hyperlane density in particular limits the use of outposts due to every system having on average 6 connections.

Sector systemsEdit

Sectors are administrative regions within an empire. Every empire will start with a core sector, named after the homeworld and extending up to four hyperlanes away from the capital. Any planet colonized more that four hyperlanes away can be selected to create a new sector, with the planet as its capital and will be marked by blue star corners on the system and galaxy maps. The new sector will extend up to four hyperlanes away from the new sector capital. Wormholes and Gateways are not counted for this calculation. Each sector can have a Governor assigned to it.

All sectors, including the core sector, can be given a Sector Focus. Choosing a Sector Focus will make the sector develop itself automatically as long as it has resources, reducing micromanagement. Resources can be added to a Shared Stockpile for all Sectors to use or given manually to each Sector. Shared and Sector stockpiles are limited to the amount of energy credits you may store. Beyond that, it is wasted.

Victory scoreEdit

Victory score tallies an empire's total accomplishment. The empire that has the highest score when the Victory Year arrives is declared winner. The Victory Year is configurable and can be disabled altogether. All players may continue the game session normally even after an empire declares victory.

The Victory Window shows a total score for each empire and its ranking, as well as a breakdown by category. The categories are as follows:

Economic Strength: A weighted sum of all monthly income, including income from trade agreements. Monthly spending is not part of this score. The various resources are weighted the same as their default market price:

  • +1 per     basic resources
  • +2 per   Consumer Goods
  • +4 per   Alloys
  • +10 per     advanced resources
  • +20 per     strategic resources

Number of Systems:

  • +10 per system

Number of Colonies:

  • +50 per colony

Number of Pops:

  • +2 per pop, regardless of type

Subject Empires

  • +50% of a subject empire's score is given to the overlord

Federation:

  • +10% of each other federation member's score is added to all federation members

Crisis Ships Killed

  • +10 per crisis ship destroyed

Technology Level:

  • Unknown, appears related to researched technologies and research points produced

Relics

  • Each Relic grants a large amount of score. The score of each Relic is shown on the Relics page.

Empire ModifiersEdit

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 ModifiersEdit

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

Modifier Effects Source Description DLC
Flagellating Movement   +5% Evasion
  • Space Amoebas special project choice
We have updated our Evasive fleet stance protocols based on observations of the Space Amoebas' flagella.
Amoeba Hunter   +33% Damage to Space Amoebas
  1000 Energy per destroyed Space Amoebas fleet
  •    Militarist,    Xenophobe or     Genocidal
  • Space Amoebas special project choice
Amoeba carcasses are rounded up after battle and their internal organs harvested for valuable organic compounds, bringing in   1000 for every fleet destroyed.
Amoeboid Pacification   Space Amoebas will not attack owned ships
  •    Pacifist or    Xenophile
  • Space Amoebas special project choice
Fleets regulate radiation venting when approaching Space Amoebas, and the spaceborne creatures no longer recognize us as a threat.
Crystal Focus   +5% Energy Credits from Jobs
  • Crystalline Entities special project choice
Improved transmission mediums modeled after the Crystalline Entities' unique internal structures minimize resistive losses in energy production and distribution.
Crystal Hunter   +33% Damage to Crystalline Entities
  500 Minerals per destroyed Crystalline Entities fleet
  •    Militarist,    Xenophobe or     Genocidal
  • Crystalline Entities special project choice
The shattered remains of Crystalline Entities are automatically salvaged after battle, bringing in   500 for every fleet destroyed.
Crystalline Pacification   Crystalline Entities will not attack owned ships
  •    Pacifist or    Xenophile
  • Crystalline Entities special project choice
Short-wave broadcasts at certain frequencies effectively disguise our fleets as fellow Crystalline Entities, and the spaceborne creatures no longer recognize us as a threat.
Drone Mining Techniques   +10% Mining Station Minerals Output
  • Ancient Mining Drones special project choice
Using techniques derived from the Mining Drones allows us to efficiently exploit mineral veins previously not deemed worth the trouble.
Drone Destroyer   +33% Damage to Ancient Mining Drones
  • Ancient Mining Drones special project choice
The Mining Drones are obviously mass-produced. A weakness found in one is a weakness found in all.
Void Loops   +10% Physics Research from Jobs
  • Void Clouds special project choice
The anomalous nature of the Void Clouds open up new possibilities in physics research.
Cloud Destroyer   +33% Damage to Void Clouds
  • Void Clouds special project choice
The Void Clouds' charge fluctuates in a rapid but observable cycle. Striking with precise timing dramatically destabilizes the inscrutable energies that animate the entities.
Sentinel Data   +20% Damage to Prethoryn Creatures
  • The Prethoryn Scourge covers 50% of the galaxy
  • Sentinels weren't defeated
These detailed anatomy files on the Prethoryn were given to us by the Sentinels. With their help we have been able to identify several weak points in the exoskeletons of the Prethoryn creatures.
Market Nexus   -10% Market Fee
  • Galactic Market Station
  • Can be captured
Hosts the Galactic Market Station
Minerals Mapping   +10% Minerals from Jobs
  • Molluscoid Miners anomaly event choice
A system enabling us to quickly chart underground terrain and accurately map mineral veins.
Hive Harrier   +25% Damage to the Asteroid Hives
  • Asteroid Hives alive and awakened
  • Purchasing advice from the Curators (-5000   Energy)
Updated targeting data will allow our fleets to bombard Asteroid Hives where their surface armor is the most vulnerable.  
Draconic Beats   +25% Damage to the Ether Drake
  • Ether Drake alive
  • Purchasing advice from the Curators (-5000   Energy)
Military fleets have been instructed to fire at the Ether Drake in a specific rhythm when engaging the dragon.  
Dreadnought Dazzler   +25% Damage to the Automated Dreadnought
  • Automated Dreadnought alive
  • Purchasing advice from the Curators (-5000   Energy)
Fleet commanders engaging the Automated Dreadnought have been instructed to target any subsystems that will impair its automation processes.  
Portal Pacifier   +25% Damage to the Dimensional Horror
  • Dimensional Horror alive
  • Purchasing advice from the Curators (-5000   Energy)
The portal spawned by the Dimensional Horror can be destabilized if we launch pinpoint attacks against certain weak areas.  
The Infinite Calibrator   +25% Damage to the Infinity Machine
  • Infinity Machine alive
  • Purchasing advice from the Curators (-5000   Energy)
The Infinity Machine's real-time threat update system has one weak spot. It cannot keep up with constant change. We will henceforth assign a crew member on each ship to constantly make calibrations to the ship guns.  
Technology of the Divine   +5% Happiness
  •    Spiritualist
  • Declared the Infinity Machine a divine object
Our people are praising the gigantic spherical calculator as a sign of the Divines' true power in the world.  
The Singularity Procesor   +5% Research Speed
  • Helping or successfully hacking the Infinity Machine
  • Already have   Positronic AI and   Zero Point Power technology
A processing unit capable of expanding upon itself. This will further enhance our research capabilities.  
The Mirror of knowledge   +10% Research Speed
  • Helping the Infinity Machine successfully
We have gazed into the mirror universe of the Pantagruel black hole, enhancing our research capabilities.  
Ageless   +15 years Leader lifespan
  • Essence of Ageless Science Nexus event
Aging less with Ageless...  
Covenant: Composer of Strands   +20% Pop Growth Speed
  +20 years Leader Lifespan
  • Shroud choice
We have formed a Covenant with a powerful being in the Shroud and now benefit from its patronage.
There will be a price to pay.
 
Covenant: Eater of Worlds   +30% Army Morale
  +15% Fire Rate
  • Shroud choice
We have formed a Covenant with a powerful being in the Shroud and now benefit from its patronage.
There will be a price to pay.
 
Covenant: Instrument of Desire   +10% Resources from Jobs
  • Shroud choice
We have formed a Covenant with a powerful being in the Shroud and now benefit from its patronage.
There will be a price to pay.
 
Covenant: Whispers of the Void   +15% Research Speed
  +15% Monthly Influence
  • Shroud choice
We have formed a Covenant with a powerful being in the Shroud and now benefit from its patronage.
There will be a price to pay.
 
Innoculated Population   +5% Pop Growth Speed
  +10 years Leader lifespan
  • Ancient Caretakers innoculation success
The inoculations given to us by the Ancient Caretakers have proven of immense benefit, reducing illness and increasing the life expectancy of our population.  
Improved Code Standards   +5% Robot Output
  • Ancient Caretakers code changes success
The changes that the Ancient Caretakers made to our code base have turned out well, and has resulted in an permanent upgrade in resource production capabilities across our whole population.  
Secrets of the Baol   -15%% Terraforming Cost
  • Finishing the Delve into the Secrets of the Baol Special Project
We have put the ancient knowledge of the Baol to our own use.  
Secrets of the Cybrex   +10% Megastructure Research Speed
  • Finishing the Delve into the Secrets of the Cybrex Special Project
We have put the ancient knowledge of the Cybrex to our own use.  
Secrets of the First League   +15% Industry Research Speed
  +10% Planet Build Speed
  • Finishing the Delve into the Secrets of the First League Special Project
We have put the ancient knowledge of the First League to our own use.  
Secrets of the Irassians   +20% Biology Research Speed
  +5% Pop Growth Speed
  • Finishing the Delve into the Secrets of the Irassians Special Project
We have put the ancient knowledge of the Irassians to our own use.  
Secrets of the Vultaum   +15% Computing Research Speed
  +10% Amenities
  • Finishing the Delve into the Secrets of the Vultaum Special Project
We have put the ancient knowledge of the Vultaum to our own use.  
Secrets of the Zroni   +10% Psionics Research Speed
  • Finishing the Delve into the Secrets of the Zroni Special Project
We have put the ancient knowledge of the Zroni to our own use.  
The Chosen of Zarqlan   +10% Spiritualist Ethics Attraction
  •   Head of Zarqlan Relic
As the chosen people of Zarqlan we can safely colonize Holy Worlds.  
Oracle   +20 Administrative Capacity
  • Archaeology Site excavation
The Oracle operates the empire like a well-oiled machine...when you oil her.  
Anthem of Aurora   +5% Monthly Energy Credits
  • Archaeology Site excavation
The science division has managed to reproduce the ethereal hymn "sung" by an encountered aurora borealis entity. All Energy production facilities now have harmonics systems that amplifies the yield.  
Modern Trench War   +20% Defense Army Health
  • Archaeology Site excavation
Archaeological discoveries from a planet once besieged by gargantuan snail-like creatures has led to new and effective insight on how to utilise the environment for protection. This will improve the survivability of our armies in defensive combat against all ground assaults - even from giant space slugs!  
Forced Mindfulness   +5% Monthly Unity
  • Archaeology Site excavation
  • Not   Gestalt Consciousness
During their time trapped in a deadly, lava-filled maze, our archaeology team developed a routine of mindful relaxation. The fundamental principles of this exercise is now commonly known throughout the empire.  
Glory to the Many   +5% Monthly Unity
  • Archaeology Site excavation
  •   Hive Mind
An expedition marooned inside a maze full of lava temporarily lost touch with the Hive Mind. Unable to rely on the collective consciousness they suffered a brief encounter with the dreaded notion of Self; a terrifying experience that only strengthened the contempt for individualism.  
Debug Subroutine   +5% Monthly Unity
  • Archaeology Site excavation
  •   Machine Intelligence
While temporarily isolated in a maze full of lava, our archaeology units were disconnected from the network and unable to perform their function. They developed an algorithm that allowed them to run a debug subroutine while in sleep mode. This subroutine was later uploaded and patched in to the main system.  

Renewable ModifiersEdit

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

Modifier Effects Source DLC
Ethic Promoted   +100% Chosen Ethic Attraction
  -2 Monthly Influence
Promoting a faction
Ethic Suppressed   -75% Chosen Ethic Attraction
  -1 Monthly Influence
Suppressing a faction
Muutagan Deal   +1/+2/+3/+4/+5 Monthly Rare Crystals
  -10/-20/-30/-40/-50 Monthly Energy
Muutagan Merchant Guild Trader Enclave service   Leviathans
Riggan Deal   +1/+2/+3/+4/+5 Monthly Volatile Motes
  -10/-20/-30/-40/-50 Monthly Energy
Riggan Commerce Exchange Trader Enclave service   Leviathans
Xuran Deal   +1/+2/+3/+4/+5 Monthly Exotic Gasses
  -10/-20/-30/-40/-50 Monthly Energy
XuraCorp Trader Enclave service   Leviathans
Patron of the Arts   +10% Monthly Unity Artist Enclave service   Leviathans
Curator Insight   +10% Research Speed Curator Enclave service   Leviathans
OR
  Distant Stars

Shroud ModifiersEdit

Shroud modifiers are obtained by trying to get a boon via the Shroud. Being successful will grant a random boon for 5 years but being unsuccessful will grant a curse for 5 years. Boons and curses can grant any of the following:

Boons of the Shroud Curses of the Shroud
  •   +40% Army Morale
  •   +0.5% Daily Hull and Armor Regen
  •   +30% Empire Influence Gain
  •   +30% Evasion
  •   +20% Fire Rate
  •   +50% Governing Ethics Attraction
  •   +25% Happiness
  •   +30% Monthly Unity
  •   +20% Research Speed
  •   +2 Sensor Range
  •   +50% Shield Hit Points
  •   -30% Ship Upkeep
  •   +40% Sublight Speed
  •   +20% Weapons Damage
  •   -20% Army Morale
  •   -20% Empire Influence Gain
  •   -50% Governing Ethics Attraction
  •   -20% Happiness
  •   -20% Monthly Unity
  •   -30% Pop Growth Speed
  •   -20% Research Speed
  •   -2 Sensor Range
  •   -20% Ship Armor
  •   -20% Sublight Speed

Unique EmpiresEdit

The following empires can appear during the game as a result of certain events:

Empire Name Species Traits Homeworld Authority Ethics Civics Requirements DLC
  United Nations of Earth   Human
  •   Adaptive
  •   Nomadic
  •   Wasteful
  Earth   Democratic
  •   Fanatic Egalitarian
  •   Xenophile
  •   Beacon of Liberty
  •   Idealistic Foundation
Sol primitive civilization achieving FTL
  Awoken   Awoken
  •   Mechanical
  •   Awoken
  Random   Random
  •   Fanatic Materialist
  •   Xenophile
Limbo anomaly event outcome
  Subterranean Empire   Random   Random   Random   Random
  •   Fanatic Militarist
  •   Authoritarian
  • Seismic Disturbances colony event outcome
  • Planetary defense defeat
  Namaria   Namarian
  •   Natural Engineers
  •   Nomadic
  •   Venerable
  Random   Democratic
  •   Egalitarian
  •   Spiritualist
  •   Xenophile
  • Nomad fleet offer
   MegaCorp
  Ketling Star Pack   Ketling
  •   Psionic
  •   Thrifty
  •   Deviants
  •   Fleeting
  •   Repugnant
  •   Slow Breeders
  Ruinous Core   Oligarchic
  •   Egalitarian
  •   Pacifist
  •   Xenophile
  •   Functional Architecture
  •   Mining Guilds
  • Junk Ratlings systems were discovered
  • No empire invaded the Junk Ratlings worlds for a few decades
  Distant Stars
  Prikkiki-Ti   Prikki
  •   Industrious
  •   Decadent
  •   Solitary
  Gish   Random
  •   Fanatic Xenophobe
  •   Militarist
  •   Fanatic Purifiers
  •   Cutthroat Politics
  • Time Loop anomaly event outcome
  Distant Stars

ReferencesEdit