Empire

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This article has been verified for the current PC version (4.0) of the game.
A galaxy populated by multiple empires

An empire is a galactic power controlling at least one system and typically seeking to expand its influence across the stars. The ethics, authority, and civics shape their policies and behavior. Interactions between empires occur through diplomacy, trade, or warfare.

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

Capital[edit | edit source]

The capital is the ruling seat of an empire as well as the final destination for all its trade routes. An empire's capital can be moved once every 10 years for a cost of 250 Influence.png influence if the empire is at peace. An empire's capital planet and system are marked by gold star corners on the system and galaxy maps. The capital has its own set of unique designations.

Empire size[edit | edit source]

Source Size effect
Auth hive mind.png Hive Mind authority −25%
Auth mutualistic intelligence.png Mutualistic Intelligence authority −25%
Integrated Hive Integrated Hive authority −33%
Replicating Horde authority −33%
Auth bio hive mind evopred.png Chimeral Consciousness authority −20%
Divided Attention Divided Attention civic −25%
Compact Living Compact Living technology −5%
Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait master bureaucrat.pngLeader trait overlay councilor.pngMaster Bureaucrat Master Bureaucrat leader trait −5%
Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait supreme organizer.pngGray Eminence Gray Eminence official trait −10%
Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait supreme organizer.pngGray Eminence Aturion Efficiency paragon trait −10%

Empire sprawl.png Empire size represents the increasing difficulties of managing a large empire. Each point of Empire sprawl.png empire size above 100 increases tradition and technology cost by +0.2%. This penalty is affected by certain authorities and a single technology, as noted in the table on the right. Empire size also affects several other mechanics, typically increasing the cost to perform certain actions. Specifically, each point of empire size has the following effects:

  • Unity.png +10 unity cost to reform the empire's government
  • Unity.png +10 plus +6 per planetary ascension tier unity cost to increase planetary ascension tier
  • Mod country edict cost.png +1% edict cost
  • Spy network.png +0.25 infiltration daily for other empires building a spy network
  • Naval capacity.png +0.5 naval capacity use required to maintain power projection
  • +0.1% Progress points needed to launch an Agenda

Empire sprawl.png Empire size is increased by each of the following owned by the empire:

Source Size
Colony 10
Branch offices 2
Starbase 1
Pop 1
District 0.5

Each of these categories is affected by its own set of modifiers:

Source Type Scope Empire size
Pops Districts Colonies Systems Branch offices
Imperial Prerogative Imperial Prerogative ascension perk Ascension perk Empire −50%
Interstellar Dominion Interstellar Dominion ascension perk Ascension perk Empire −50%
Corporate Corporate authority Authority Empire +50%
Oligarchic Supervision Oligarchic Supervision authority Authority Empire −10% −50%
Memory Aggregator Memory Aggregator authority Authority Empire −10%
Democratic Concurrency Democratic Concurrency authority Authority Empire −15%
Democratic Interlink Democratic Interlink authority Authority Empire −15%
Cordant Multiplicity authority Authority Empire −15%
Adaptive Dominion authority Authority Empire −15%
BioPredation GLC authority Authority Empire +50%
Private Prospectors Private Prospectors civic Civic Empire −50% −25%
Sovereign GuardianshipCorporate ProtectorateGuardian ClusterGuardian Matrix Sovereign Guardianship
Sovereign Guardianship Sovereign Guardianship
Corporate Protectorate Corporate Protectorate
Guardian Cluster Guardian Cluster
Guardian Matrix Guardian Matrix
civic
Civic Empire −50% −50% +100% +150% +100%
Subsumed Will Subsumed Will civic Civic Empire −20%
OTA Updates OTA Updates civic Civic Empire −15%
Beacon of Liberty Beacon of Liberty civic Civic Empire −15%
Fanatic pacifist.png Fanatic Pacifist Ethic Empire −30%
Pacifist.png Pacifist Ethic Empire −15%
Intergalactic Directives Regulated Growth resolution (1) Resolution Empire +5%
Intergalactic Directives Ensured Sovereignty resolution (2) Resolution Empire +5% +15%
Intergalactic Directives A Voice for All resolution (3) Resolution Empire +15% +25%
The Greater Good Balance in the Middle resolution (4) Resolution Empire −10%
The Greater Good Universal Prosperity Mandate resolution (5) Resolution Empire −10%
Custodian Reforms Galactic Mobilization resolution (if Gestalt consciousness.png) Resolution Empire +2%
Imperial Institutions Imperial Charter Empire modifier Empire −25%
Harmonized Society Empire modifier Empire −10%
Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait urbanist.pngUrbanist Urbanist official trait Governor Empire −75% for planet
−37.5% for sector
Free Haven Integration Facilitator councilor skill level Councilor Empire −3.5%
Barbaric Despoilers Labor Intendant councilor skill level Councilor Pop −2% for slaves
Franchising Franchise Development Officer councilor skill level Councilor Empire −5%
Leader trait bg negative.pngLeader trait bureaucratic.pngLeader trait tier 1.pngLeader trait overlay councilor.pngBureaucratic Bureaucratic I councilor Councilor Empire +5%
Leader trait bg negative.pngLeader trait bureaucratic.pngLeader trait tier 2.pngLeader trait overlay councilor.pngBureaucratic II Bureaucratic II councilor Councilor Empire +15%
Leader skill levels.png Governor skill level Governor Pop −2% for planet
−1% for sector
Pm slave riots.pngPre-FTL species#Conquest Stellar culture shock Planet modifier Colony −50%
Planetary Ascension tier Ascension Colony −5% −5% −5%
Auth machine intelligence.png Machine Intelligence ruler skill level Councilor Empire −3%
Leader trait bg basic.pngLeader trait cyborg.pngCyborg Cyborg ruler Ruler trait Empire −5%
Leader trait bg basic.pngLeader trait limited cyborg.pngRitualistic Implants Ritualistic Implants ruler Ruler trait Empire −5%
Tech psionic theory.png Psionic Theory Technology Empire −10%
Tech construction templates.png Construction Templates Technology Empire −10%
Tech lost building methods.png Lost Building Methods Technology Empire −30%
Synaptic Sub-Processing Synaptic Sub-Processing (if Auth hive mind.png) Tradition Empire −50%
Nanotech Nanotech Tradition Empire −50%
Data-Driven Logic Loops Data-Driven Logic Loops Tradition Empire −15% +100%
Courier Network Courier Network Tradition Empire −25% −25%
Modular Depots Modular Depots (if Auth machine intelligence.png) Tradition Empire −25%
Domination Domination Tradition Empire −10%
Kinship Kinship / Synchronized Agents Tradition Empire −10%
Metabolic Reprocessing Metabolic Reprocessing (if Auth hive mind.png) Tradition Pop −10% Cybernetic
Heightened Attributes Heightened Attributes Tradition Empire −10%
Heightened Attributes Heightened Attributes (if Origins wilderness.png) Tradition Empire −25% −25%
Docile Docile trait Species trait Pop −10%
Streamlined Protocols Streamlined Protocols trait Species trait Pop −10%
Unruly Unruly trait Species trait Pop +10%
High Bandwidth High Bandwidth trait Species trait Pop +10%
Cave Dweller Cave Dweller / Molebot trait Species trait Pop +10%

The sum total of empire size is also affected by the following modifiers:

Source Amount
Interstellar Assembly (Completed) −10%
Statecraft Statecraft −5%
Administrator Beryllia empire modifier −5%
Leader trait bg psionics.pngLeader trait mind wipe.pngLeader trait overlay councilor.pngShroud-Touched Architect Shroud-Touched Architect councilor +10%
Leader trait bg psionics.pngLeader trait mind wipe.pngLeader trait overlay councilor.pngShroud-Touched Logistician Shroud-Touched Logistician councilor +10%

Each scope is a different category of size modifier, and all groups are additive within themselves, but multiplicative between each other. As an example, pops with the Docile Docile trait on a planet governed by a level 1 governor in a Fanatic pacifist.png Fanatic Pacifist empire with Beacon of Liberty Beacon of Liberty with 2 levels of planetary ascension on all colonies with no planetary ascension bonuses will each contribute the following to the empire size:

Sector systems
[edit | edit source]

Sectors are administrative regions within an empire. Every empire starts with a core sector, with the homeworld as the sector (and empire) capital. All sectors extend up to four hyperlanes away from the sector capital. All contiguous systems within that range are included in the sector; sectors cannot extend across systems that belong to a different sector, a different empire, or are unowned. Sectors also cannot extend through wormholes or gateways. Each sector can have a leader assigned to it, applying their level effects and traits to all colonies in the sector. Any colony which is not in a sector can be selected as the sector capital of a new sector, with the planet becoming marked by blue star corners on the system and galaxy maps. The new sector immediately adds all contiguous systems up to four hyperlanes away to itself.

It is also possible to change a sector capital to a new colony at any time at no cost. This immediately updates the sector's contained systems as if creating a new sector. Changing the core sector's capital requires moving the empire capital with the usual cost to do so.

Sectors of empires that are not Gestalt consciousness.png Gestalt Consciousness or Fanatic Purifiers Fanatic Purifiers can be turned into a subject empire. The new empire will have the same ethics, authority, civics and technologies but not sovereign civics.

All sectors, including the core sector, can be given a Sector Focus. Choosing a Sector Focus will make the sector develop itself automatically towards a given direction as long as it has resources, reducing micromanagement.

Empire focus[edit | edit source]

The empire focus window

Empire focuses are three progression trees that grant bonus research options once enough progress has been made. Each empire can set one of its focuses as the empire focus to increase the chance of receiving tasks for that focus. Changing the empire focus costs 50 Unity.png Unity and can only be done once every year.

Tier Empire focus reward Required progress (total)
Focus exploration.png Exploration Focus conquest.png Conquest Focus development.png Development
1 Automated Exploration Protocols Automated Exploration Protocols Doctrine: Fleet Support Doctrine: Fleet Support Tech planetary unification.png Planetary Unification 50 (50)
2 Exotic Materials Labs Exotic Materials Labs Tech combat computers 1.png Specialized Combat Computers Adaptive Bureaucracy Adaptive Bureaucracy 100 (150)
3 Administrative AI Administrative AI Doctrine: Space Combat Doctrine: Space Combat Tech federation code.png Federation Code 150 (300)
4 Tech hyper drive 2.png Hyperlane Breach Points Destroyers Destroyers Starhold Starhold 200 (500)
5 Tech terrestrial sculpting.png Terrestrial Sculpting Doctrine: Support Vessels Doctrine: Support Vessels Tech xeno diplomacy.png Xeno Diplomacy 250 (750)
6 Tech self aware logic.png Self-Evolving Logic Doctrine: Reactive Formations Doctrine: Reactive Formations Effective Bureaucracy Effective Bureaucracy 300 (1050)
7 Tech hyper drive 3.png Hyperspace Slipstreams Cruisers Cruisers Star Fortress Star Fortress 350 (1400)
8 Tech basic science lab 3.png Multi-Dimensional Studies Extended Combat Algorithms Extended Combat Algorithms Tech diplomacy 2.png Xeno Relations 400 (1800)
9 Tech sapient ai.png Positronic AI Battleships Battleships Engineering research Citadel 450 (2250)
10 Tech jump drive 1.png Jump Drive Existential Campaigns Existential Campaigns Tech mega engineering.png Mega-Engineering 500 (2750)

Progress towards empire focuses is made by completing tasks. Each empire has 5 simultaneous tasks and each task can only appear once. One task can be replaced each year at the cost of 100 Unity.png Unity. Each time a new task is added, there is a 33% chance to be a Core task, a 44% chance to match the empire focus, and a 22% chance to match one of the other two focuses. Tasks come in 5 difficulties. To unlock a difficulty, half of the tasks from the previous difficulty must be completed.

  • Difficulty 1 tasks give 10 progress to their focus
  • Difficulty 2 tasks give 25 progress to their focus
  • Difficulty 3 tasks give 50 progress to their focus
  • Difficulty 4 tasks give 100 progress to their focus
  • Difficulty 5 tasks give 200 progress to their focus

Core tasks[edit | edit source]

All core tasks have a difficulty of 1 and grant 10 progress towards all empire focuses.

  • Activate an edict
  • Adopt a tradition
  • Build a building
  • Build a certain type of district
  • Build a mining station
  • Build a starbase building
  • Build a starbase module
  • Complete 3 agendas
  • Enact a planetary decision
  • Found a colony
  • Have 1000 of a basic or advanced resource the empire uses
  • Set colony designation (other than the capital)
  • Establish a branch office (Corporate Corporate authority only)

Exploration tasks[edit | edit source]

Task Difficulty Description
Find alien life 1
'The search for alien life is not a question of if, but when. And when we find it, we must ask: will we recognize it for what it is?'
Finish a special project 1
You think the hard part is making sense of the data. No, the hard part is convincing people that what we found actually matters.'
Get a permanent research option 1
'True progress is never a leap - it is a thousand careful steps into the unknown.' - Principles of Scientific Inquiry, Vol. III
Hire a scientist 1
'You want someone who can chart both a quantum singularity and a budget? Good luck with that.'
Investigate an anomaly 1
'There is no such thing as an ordinary signal. Every flicker, every echo means something. The only question is what.'
Survey a system 1
'No expansion can proceed without first understanding the stars we seek to claim.' - Introduction to Stellar Cartography, 7th Edition
Assign a scientist as governor 2
'Science does not serve tradition, nor does it obey the past. A world ruled by scientists will always be a world in motion.' - Curator Rhassa Tosh, Reflections on Leadership
Finish an archaeology site 2
'Another ancient empire, another ominous warning. You'd think someone would have learned by now.'
Level up a scientist 2
'Knowledge is not a destination, but a bridge - one that extends only when we dare to cross it.' - The Scholar's Path: Growth Through Understanding
Observe a pre-FTL 2
'Current odds on these people blowing themselves up before achieving FTL is 3 to 1. Place your bets.'
Sign a research agreement 2
'Two minds can solve a problem faster than one. Two civilizations? There is no limit to what we may discover together.'
Build 5 research labs 3
'Five new research labs, and somehow we still don't know where the grant money goes.'
Have a scientist reach level 4 3
'A true scientist does not accumulate knowledge; they cultivate perspective.'
Terraform 3 worlds 3
'Have you read the changelog on the latest terraforming cycle? They added beaches!'
Have 3 level 5 scientists 4
'Three scientists, three theories, and three reasons why the other two have no idea what they're talking about.'
Obtain fallen empire building 4
'Behold, the grandeur of the ancients! Now if we can just figure out how it works...'
Research a repeatable tech 4
'Another breakthrough, another step forward. But the horizon? It never gets any closer.' - Chief Researcher Ely Canto
Research crisis debris 4
'To understand a weapon is one step closer to wielding it. The question is whether one can ever step back.' - Admiral Hask'Valgam, On the Scales of Power
Research fallen empire debris 4
'When considering the legacy of the ancients, one must ask: did they fall because of their power, or in spite of it?' - Shattered Crowns: A Study of Galactic Decline
Activate relics 10 times 5
'The full specification of the relic was found in an ancient electronic discussion board. Activating it should be trivial.'
Have 1000 research per month 5
'Apparently, our "innovation output" is down this quarter. Maybe if we had fewer status meetings, we'd make more breakthroughs.'
Leviathans.pngDistant Stars.pngGrand Archive Get enclave research support 3
'I once asked a Curator what the greatest scientific discovery of all time was. They just smiled and said, "The next one."'
Distant Stars.png Traverse a wormhole 2
'Note that the institute's life insurance policy does not cover being erased from existence in a time-travel paradox.'
Astral Planes.png Finish an astral rift 3
'It defies physics, breaks time, and might erase us from existence. Naturally, we had to poke it.'
The Machine Age.png Build a Dyson Swarm producing at least 30 research 3
'Standing on the observation deck, watching the first satellites unfold... It changes you. The idea that we could own the light of a star is intoxicating.' - Chief Engineer Tig Bori, ISS D'Tuma
Utopia.png Build a Science Nexus 5
'With this Nexus, no answer is beyond our reach, though they may be beyond our time.'

Conquest tasks[edit | edit source]

Task Difficulty Description
Build 3 defense platforms 1
'They're not built to last. Just long enough to make someone else die first.'
Build 5 corvettes or maulers 1
'Fast, cheap, and replaceable. No one says it out loud, but the crews know.' - Ilsh na-Sutar, 3rd Expeditionary Fleet
Declare a rival 1
'An empire's greatness is not measured by the number of its supporters, but by the strength of its rivals.'
Hire a commander 1
'The best Commanders don't ask about salary. They ask how soon they'll see combat.'
Upgrade a starbase 1
'A good starport is a warning. We don't build for beauty - we build so they think twice.'
Win a fleet battle 1
'Their admiral had a winning strategy. We had bigger ships.'
Assign a commander as governor 2
'The trains run on time. But so do the patrols.'
Build 20 destroyers or weavers 2
'Armored enough to last, cheap enough to lose. That's what command calls "a good investment."'
Declare war 2
'For honor, for empire, for destiny! Onward!' - Battle cry of the 54th Assault Army
Level up a commander 2
'Rookies learn how to fight. Experienced Commanders learn when to fight.' - New Doctrines in Space Warfare
Research new weapons 2
'War isn't won on the battlefield. It's won in the lab.' - Igvi-Inor, 2nd Attack Swarm
Build 10 armies 3
The enemy counts soldiers. We count biomass.'
Conquer a homeworld 3
'They called it the heart of their empire. Now it beats for us.'
Hire mercenaries 3
'You can't buy loyalty, but you can rent it long enough to win.'
Force a planet to surrender using orbital bombardment 3
'A siege is not a contest of strength, but of endurance. The planet holds, and the fleet burns. The fleet holds, the planet kneels.' - Rhentok shar Platt, A Protracted War
Win a war 3
'Victory is not the end, but the shifting of burdens. The foolish revel in conquest; the wise turn to what follows.' - Master Huava, The Edge of the Blade'
Defeat a fallen empire 4
'They called us upstarts. We called them dinner.'
Have 3 level 5 commanders 4
'A veteran Commander is not made by training, nor by theory. They are shaped by the void.'
Have a commander reach level 4 4
'Experience in war does not make one wise. It makes one efficient.' - Admiral Kol'dolf
Survive a total war 4
'They burned our worlds, shattered our fleets, and left us for dead. Well, we're still here. And we do not forget.'
Conquer 10 worlds 5
'Conquest is not destruction; it is redirection. The wisest nations do not grow - they absorb.'
Have 3 subjects 5
'A subject is not an ally, but a resource. One that must be cultivated, controlled, and, when necessary, corrected.' - Chancellor Vel Wuhglaam
Grand Archive Clone 5 space amoeba 1
'To take a living organism and mold it into a weapon... Some call it progress. Others, blasphemy. History will only remember who survived.' - Dr. Hask'Zumon, Genetics and the Art of War
Grand Archive Have 10 space amoeba mothers 2
'To take a living organism and mold it into a weapon... Some call it progress. Others, blasphemy. History will only remember who survived.' - Dr. Hask'Zumon, Genetics and the Art of War
Apocalypse.png Fight the Khan 4
'Our first mistake was underestimating him. The second was assuming we'd get the chance to make a third.'
Distant Stars.png Fight the Gray Tempest 4
'Insolent monoform.'
Federations Build a Mega shipyard 5
'The empire that outbuilds its rivals does not need to outfight them.' - Strategos Neyn Arvogadi, On the Economics of War

Development tasks[edit | edit source]

Tasks that require diplomacy will not appear for empires that are Fanatic PurifiersDevouring SwarmDetermined Exterminator genocidal or have the Inward Perfection Inward Perfection civic.

Task Difficulty Description
Establish a positive relationship 1
'Diplomacy is not built on trust. It is built on interests. Align them, and enemies become partners. Fail, and partners become obstacles.'
Finish first contact 1
'The moment two civilizations meet, the course of history changes. Whether that change leads to peace or war may depend on a single word.' - Envoy Datri Yukonna
Have 7K pops 1
'An empire is only as strong as its ability to sustain those who call it home.' - Curator Arkan Teot
Have a mineral income of +50 1
'Drill, refine, repeat.'
Hire an official 1
'Empires rise and fall. But paperwork is forever.'
Improve relations to +100 1
'Diplomacy is not built on trust. It is built on interests. Align them, and enemies become partners. Fail, and partners become obstacles.'
Promote a faction 1
'The trick to leadership isn't pleasing everyone. It's disappointing them slowly enough that they don't revolt.'
Assign an official as governor 2
'A ruler is praised. A general is feared. A true administrator is neither, for their work is done best when it goes unnoticed.' - Prefect Flent shar Astatenn
Form a defensive pact 2
'Nothing brings two empires together like the mutual fear of a third.'
Form a non-aggression pact 2
'A non-aggression pact is not peace. It is merely a promise that, for now, cooperation is more convenient than war.'
Gain a favor 2
'A favor is not currency, yet it spends like one. It holds no weight, yet it can tip the scales of diplomacy.'
Join the Galactic Community 2
'We were once a single seed. Now, we are part of a garden that blooms across the stars.' - Petals of Black, First Speaker of the Galactic Community
Level up an official 2
'The first lesson of governance: if no one is happy, you're probably doing it right.' - Trial by Tedium, the Official Guidebook
Form a federation 3
'Let this accord stand as a testament to our resolve: that we choose unity over division, dialogue over war, and a shared destiny among the stars.' - Preamble to the Galactic Concord
Have 3 species 3
'The galaxy is vast, full of knowledge, skills, and ideas. Why settle for just one way of thinking?'
Have an official reach level 4 3
'At the end of the day it's the workers who should be tired, not their leaders.' - Chief Magistrate Ir'B va'Bir
Have 3 level 5 officials 4
'Decades of governance have made them masters of policy, negotiation, and passing the blame.'
Have +3000 consumer goods per month 5
'They do not eat them. They do not use them to expand. Some are simply... displayed. The inefficiency of the individuals is maddening.'
Have +200 relations with 10 empires 5
'Being so well-liked is exhausting.'
FederationsNemesis.png Join the galactic council 3
'True power is not found in fleets or armies, but in the chambers where decisions are made.'
BioGenesis.png Build a Genomic Research Facility 2
'If we're not supposed to modify our genome, then why is our genome so modifiable?'
MegaCorp.png Establish 10 Branch Offices 3
'"Independent Economy Thriving as Mega Corporation Opens 10th Branch Office," claims local official.'
The Machine Age.png Build a Dyson Swarm producing at least 80 energy 3
'We took one look at that star and thought: "What if we taxed it?"'
The Machine Age.png Build an Arc Furnace in a system with at least 15 planets 3
'The sun crests the horizon, and for a moment, the whole structure burns gold. Thousands of kilometers of scaffolding and steel... We built this. We made this planet our forge.'
Utopia.png Build a Dyson Sphere 4
'The highest civilization does not compete for resources - it defines them.' - Advancement of the Third Rank
Utopia.png Build a Ring World 4
'The Ring was so beautiful in the light of our star. Then the shadows of the invaders fell upon it...' - Diary of Addavv uvi-Waddiv, Standard 174
Federations Federation level 5 4
'Five levels of government, a hundred committees, a thousand meetings - and somehow, we're stronger for it.'
MegaCorp.png Build an Interstellar Assembly 5
'To control the conversation is to control the course of history.' - High Chancellor Sagu, daughter of Thub

Relative power[edit | edit source]

Relative Power is a measure of how much empires are ahead of one another in terms of resource production, fleet power or researched technologies. A Relative Power of Superior/Inferior means that an empire has 50% more (1.5x) resource production, fleet power or researched technologies and a Relative Power of Overwhelming/Pathetic means that an empire has 150% more (2.5x) resource production, fleet power or researched technologies.

Relative Power is split into three categories: Fleet Power, Economic Power and Technology Level.

Fleet Power: The combined fleet power of every owned fleet.

  • +1 per 1 Fleet Power

Economic Power: 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 base market price (base energy price for 1 unit):

  • +1 per Minerals.png Minerals or Food.png Food
  • +2 per Consumer goods.png Consumer Goods
  • +4 per Alloys.png Alloys
  • +10 per Exotic gases.pngRare crystals.pngVolatile motes.png common strategic resources
  • +20 per Dark Matter.pngLiving Metal.pngZro.png rare strategic resources

Technology Level: 60 + the combined base Tech Cost of all researched technologies, divided by 100. Repeatables only count 0.33x as much as regular technologies.

  • +60 Base Technology Level
  • +0.01 per 1 base Research.pngTech Cost of all researched technologies, including repeatable technologies

The formula to calculate the overall power of an empire is:

Victory score[edit | edit source]

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. An empire will always declare victory, if it's the only one that can do so. All players may continue the game session normally even after an empire declares victory and the victory is, in practical terms, of little concern.

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: +1 per 1 Economic Power based on Relative Power OR +5000 if the Empire has no economy.

Technology Level: 60 +0.25 per 1 Technology Level over 60 based on Relative Power

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 shared by all federation members

Crisis Ships Killed: +10 per crisis ship destroyed

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

Unique empires[edit | edit source]

The following empires can appear during the game as a result of certain events. The species' climate preference will always match its homeworld. While not available as a start option for players, unique empires are playable by switching to them either via temporarily loading a save in multiplayer, receiving a game over, or achieving Cosmogenesis victory. Unique empires generated after the start of the game will have all technologies researched by the player.

Empire name Species Traits Homeworld and origin Government Ethics Requirements
Flag blocky 21.png Awoken Synthetic dawn portrait fungoid.png Awoken Mechanical Mechanical
  • Random homeworld Random
  • Origins default.png Prosperous Unification
Random authority Random
  • Random civic Random
  • Random civic Random
  • Fanatic materialist.png Fanatic Materialist
  • Xenophile.png Xenophile
Limbo event chain outcome
Flag plantoid 04.png Larionessi Consciousness Fungoid 17.png Larionessi
  • Intelligent Intelligent
  • Rapid Breeders Rapid Breeders
  • Sedentary Sedentary
  • Weak Weak
  • Planet tropical.png Larion (No.pngAncient Relics.png)
  • Planet nuked.png Larion (Yes.pngAncient Relics.png)
  • Origins remnant.png Remnants
Auth hive mind.png Hive Mind
  • Empath Empath
  • Memorialist (Hive) Memorialist
Gestalt consciousness.png Gestalt Consciousness The Signal archaeology site
Unknown.png Nivlac Circle Fungoid massive 15.png Nivlac
  • Quick Learners Quick Learners
  • Resilient Nivlac
  • Unknown.png Random
  • Origins default.png Prosperous Unification
Random authority Random
  • Random civic Random
  • Random civic Random
  • Unknown.png Random
  • Unknown.png Random
Impossible Organism event chain outcome
Unknown.png Repurposed Surveillance Network Unknown.png Surveillance Bots
  • Machine Machine
  • Double-Jointed Double-Jointed
  • Durable Durable
  • Enhanced Memory Enhanced Memory
  • Logic Engines Logic Engines
  • Custom-Made Custom-Made
  • Repurposed Hardware Repurposed Hardware
  • Planet ai.png Observation Terminal
  • Origins default.png Prosperous Unification
Auth machine intelligence.png Machine Intelligence
  • Built To Last Built to Last
  • Constructobot Constructobot
Gestalt consciousness.png Gestalt Consciousness Ancient Robot World archaeology site
Flag zoological 10.png Subterranean Empire Unknown.png Random
  • Cave Dweller Cave Dweller
  • Unknown.png Random
  • Random homeworld Random
  • Origins subterranean.png Subterranean
Random authority Random
  • Random civic Random
  • Random civic Random
  • Fanatic militarist.png Fanatic Militarist
  • Authoritarian.png Authoritarian
Subterranean Civilization event chain outcome
Flag spherical 8.png Namaria Unknown.png Namarian
  • Natural Engineers Natural Engineers
  • Nomadic Nomadic
  • Venerable Venerable
  • Planet desert.png Random
  • Origins default.png Prosperous Unification
  • Democratic Democratic
  • Random civic Random
  • Random civic Random
  • Egalitarian.png Egalitarian
  • Spiritualist.png Spiritualist
  • Xenophile.png Xenophile
Nomad fleet offer
Flag toxoid 03.png Daemonic Incursion
  • Humanoid hp 01.png Daemon (Yes.pngDLC humanoids species pack.png)
  • Random portrait Daemon (No.pngDLC humanoids species pack.png)
  • Psionic Psionic
  • Robust Robust
  • Very Strong Very Strong
  • Deviants Deviants
  • Repugnant Repugnant
  • Slow Breeders Slow Breeders
  • Random homeworld Random
  • Daemonic Incursion Daemonic Incursion
Dictatorial Dictatorial
  • Fanatic Purifiers Fanatic Purifiers
  • Scavengers Scavengers
  • Divine Sovereign Divine Sovereign
  • Fanatic xenophobe.png Fanatic Xenophobe
  • Militarist.png Militarist
  • The Doorway event chain outcome
  • Can only appear if Origins toxic knights.png Knights of the Toxic God
Flag zoological 12.png Ketling Star Pack Mammalian ratling.png Ketling
  • Psionic Psionic
  • Thrifty Thrifty
  • Deviants Deviants
  • Fleeting Fleeting
  • Repugnant Repugnant
  • Slow Breeders Slow Breeders
  • Planet nuked.png Ruinous Core
  • Origins default.png Prosperous Unification
Oligarchic Oligarchic
  • Functional Architecture Functional Architecture
  • Mining Guilds Mining Guilds
  • Egalitarian.png Egalitarian
  • Materialist.png Materialist
  • Pacifist.png Pacifist
  • Distant Stars.png Junk Ratlings systems were discovered
  • Distant Stars.png At least one Junk Ratlings world was not claimed or invaded for a few decades
Flag domination 1.png Prikkiki-Ti Reptilian 16.png Prikki
  • Industrious Industrious
  • Decadent Decadent
  • Solitary Solitary
  • Planet desert.png Gish
  • Origins default.png Prosperous Unification
Random authority Random
  • Fanatic Purifiers Fanatic Purifiers
  • Cutthroat Politics Cutthroat Politics
  • Fanatic xenophobe.png Fanatic Xenophobe
  • Militarist.png Militarist
Distant Stars.png Time Loop anomaly event outcome
Unknown.png Habinte Unified Worlds Molluscoid normal 07.png Habinte Unknown.png Random
  • Planet gaia.png Dacha II
  • Origins life seeded.png Life-Seeded
Democratic Democratic
  • Idealistic Foundation Idealistic Foundation
  • Distinguished Admiralty Distinguished Admiralty
  • Fanatic egalitarian.png Fanatic Egalitarian
  • Militarist.png Militarist
First Contact Invading the Habinte Unified Worlds civilization
Unknown.png The Chosen Unknown.png Charynoi Unknown.png Random
  • Planet gaia.png Aspharelle III
  • Origins life seeded.png Life-Seeded
Random authority Random
  • Fanatic Purifiers Fanatic Purifiers
  • Exalted Priesthood Exalted Priesthood
  • Fanatic xenophobe.png Fanatic Xenophobe
  • Spiritualist.png Spiritualist
First Contact Ithome Cluster empire
Extradimensional 03.png The Formless Extradimensional 04.png The Formless
  • Trait exd.png Extradimensional
  • Psionic Psionic
  • Talented Talented
  • Resilient Resilient
  • Slow Breeders Slow Breeders
  • Planet gaia.png zeya
  • Origins riftworld.png Riftworld
Democratic Democratic
  • Random civic Random
  • Random civic Random
  • Fanatic spiritualist.png Fanatic Spiritualist
  • Xenophile.png Xenophile
Astral Planes.png Subjugating The Formless

Imperial Fiefdom empires[edit | edit source]

The Imperial Fiefdom Imperial Fiefdom origin will generate a unique overlord and between 1 and 4 unique vassals depending on galaxy size. 40-65 years after the game start, the overlord will break into three separate empires at war with each other and the vassals will become independent. If they have Inferior or Pathetic relative power towards the origin empire they will offer to become a subject. Accepting will grant a small reward.

Empire Homeworld class Government Ethics Diplomatic policies Subjugation reward Min. galaxy size
Diplomacy hasvassal.png Holy Empire Planet gaia.png Gaia Imperial Imperial
  • Feudal Society Feudal Society
  • Byzantine Bureaucracy Byzantine Bureaucracy
  • Materialist.png Materialist
  • Militarist.png Militarist
  • Xenophile.png Xenophile
  • Diplomatic stance cooperative.png Cooperative diplomatic stance
  • Proactive Proactive first contact protocol
No.png None Tiny
Diplomacy isvassal.png Kingdom Planet arid.png Arid Dictatorial Dictatorial
  • Technocracy Technocracy
  • Slaver Guilds Slaver Guilds
  • Fanatic materialist.png Fanatic Materialist
  • Authoritarian.png Authoritarian
  • Isolationist Isolationist diplomatic stance
  • Contact hostile.png Aggressive first contact protocol
Engineering research.png Engineering Research Tiny
Diplomacy isvassal.png Prince-Electorate Planet continental.png Continental Dictatorial Dictatorial
  • Warrior Culture Warrior Culture
  • Distinguished Admiralty Distinguished Admiralty
  • Fanatic militarist.png Fanatic Militarist
  • Spiritualist.png Spiritualist
  • Diplomatic stance cooperative.png Cooperative diplomatic stance
  • Contact isolationist.png Cautious first contact protocol
Influence.png Influence Small
Diplomacy isvassal.png Palatinate Planet arctic.png Arctic Dictatorial Dictatorial
  • Exalted Priesthood Exalted Priesthood
  • Philosopher King Philosopher King
  • Fanatic spiritualist.png Fanatic Spiritualist
  • Xenophobe.png Xenophobe
  • Isolationist Isolationist diplomatic stance
  • Contact isolationist.png Cautious first contact protocol
Unity.png Unity Medium
Diplomacy isvassal.png League Planet ocean.png Ocean
  • Corporate Corporate
  • Free Traders Free Traders
  • Ruthless Competition Ruthless Competition
  • Without MegaCorp.png DLC, replaced with:
  • Oligarchic Oligarchic
  • Corporate Dominion Corporate Dominion
  • Meritocracy Meritocracy
  • Fanatic materialist.png Fanatic Materialist
  • Xenophile.png Xenophile
  • Mercantile Mercantile diplomatic stance
  • Contact friendly.png Proactive first contact protocol
Energy Credits.png Energy Large

Minamar Specialized Industries[edit | edit source]

Minamar Specialized Industries enlightening a pre-FTL civilization

Minamar Specialized Industries (or MSI for short) is an empire created by the Origins broken shackles.png Broken Shackles and Origins payback.png Payback origins. For the most part, it works like any regular empire with an advanced start, the only thing setting them apart being the Origins slavers.png Your Ladder To The Sky origin and their Benevolent Corporation AI personality. It has Fanatic materialist.png Fanatic Materialist and Authoritarian.png Authoritarian ethics and uses Corporate Corporate authority and Indentured Assets Indentured Assets and Public Relations Specialists Public Relations Specialists civics regardless of whether MegaCorp.png MegaCorp is installed or not. Their founder species has Tomb World Preference Tomb World preference, Charismatic Charismatic, Intelligent Intelligent, Decadent Decadent and Wasteful Wasteful traits. Their homeworld is a Planet nuked.png Relic World named Minamar, in the Paraga system. MSI's founder species is called Olinbar and uses a unique species portrait not available to the player empires.

Empires with the Origins broken shackles.png Broken Shackles and Origins payback.png Payback origins have a permanent −1000 Diplomacy opinion.png Opinion penalty towards and from Minamar Specialized Industries and cannot choose the Contact friendly.png Proactive first contact dialogue option with them. The homeworld of Minamar Specialized Industries will contain enslaved pops from both empires' species.

Broken Shackles interactions[edit | edit source]

Empires with the Origins broken shackles.png Broken Shackles origin have the following interactions with Minamar Specialized Industries:

  • Encountering Minamar Specialized Industries gives −10 Mod planet stability.png Stability until First Contact is completed.
  • Completing First Contact with Minamar Specialized Industries gives +10% Unity.png Unity for 10 years.
  • If forced into a Federation with Minamar Specialized Industries, the empire will receive −10% Happiness.png Happiness and −25% Mod pop government ethic attraction.png Governing Ethics Attraction for 10 years.
  • If at war against Minamar Specialized Industries, the empire will receive +10% Unity.png Unity, −10% Mod ship upkeep mult.png Ship Upkeep, −50% Mod army upkeep mult.png Army Upkeep, −50% Mod planet army build cost mult.png Army Cost and +100% Mod army build speed mult.png Army Build Speed
    • If the war ends in surrender, the empire will receive −10% Happiness.png Happiness for 10 years
    • If the war ends in status quo, the empire will receive −5% Happiness.png Happiness for 10 years
    • If the war ends in enforcing demands, the empire will receive +10% Happiness.png Happiness, +15% Unity.png Unity, +20% Mod pop government ethic attraction.png Governing Ethics Attraction, +10% Consumer goods.png Monthly Consumer Goods, +5% Mod pop resource output.png Monthly Resources and +10% Mod pop resource output.png Specialist Pop Resource Output for 10 years

Payback interactions[edit | edit source]

Empires with the Origins payback.png Payback origin have the following interactions with Minamar Specialized Industries:

  • If the empire has a shortage situation after establishing communications with Minamar Specialized Industries, it will gain the option between receiving a significant amount of the deficit resource or a small amount of Unity.png Unity. This can only happen once every 5 years.
  • The first time the empire technologically enlightens a pre-FTL civilization after establishing communications with Minamar Specialized Industries, the empire will gain a choice between the Certified Educator empire modifier or a large amount of Unity.png Unity.
  • The first time the empire kills a guardian after establishing communications with Minamar Specialized Industries, it will gain a choice between a large amount of Energy Credits.png Energy or a small amount of Unity.png Unity.
  • As long as the empire isn't at war with Minamar Specialized Industries, they will ask the empire to pay 5000 Energy Credits.png Energy, 10000 Energy Credits.png Energy or 600 Pop.png Pops every 15 years (paying the full amount at once is impossible, if using console commands to have unlimited resources, the collectors will recognize and refuse to accept them). The empire will have 2 ways to approach them. Winning with either approach will end all interactions with Minamar Specialized Industries. If Grand Archive Grand Archive is installed the warning about debt collectors will also include the Reparation Invoice Reparation Invoice specimen.
    • After paying 2 times, the empire will get a choice between the Payback casus belli or focusing on diplomacy.
      • If focusing on diplomacy, then 10 days after the empire joins the Diplomacy restore community.png Galactic Community, an event named A War Without Weapons will fire, giving an objective choice between passing the Equal Standing Act or Non-Interference Act Pre-FTL Stance Pre-FTL Stance resolution, as well as all minor sanction resolutions. Passing the required Pre-FTL Stance Pre-FTL Stance resolution will grant a large amount of Unity.png Unity. Passing all required resolutions will grant even more Unity.png Unity and the Rightful Due empire modifier while Minamar Specialized Industries will gain a Planetary Revolt situation and the Angered Populace empire modifier.
      • If the empire chose the Payback casus belli, then defeating Minamar Specialized Industries in war (whether with the Payback casus belli or not) will grant the choice between the Free From Strife empire modifier or unlocking the Punishment casus belli and Stop Atrocities wargoal.
    • Refusing to pay will cause a debt collector fleet to attack the capital system. The fleets can be defeated relatively easily but defeating them 3 times will result in Minamar Specialized Industries declaring war with the Animosity casus belli (this will occur even if communications haven't been established with MSI). If already a subject of Minamar Specialized Industries, they will impose harsher terms of agreement.
  • If Minamar Specialized Industries is destroyed by an endgame crisis, the empire will gain the Underdog permanent modifier.

References[edit | edit source]


Game concepts
Exploration ExplorationFTLUnique systemsL-ClusterPre-FTL speciesFallen empireSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationPlanetary featuresPlanet modifiers
Discovery DiscoveryAnomalyArchaeological siteAstral riftRelicsCollection
Species SpeciesPop modificationBiological traitsMachine traitsPopulationSpecies rightsEthics
Leaders LeaderCommon leader traitsCommander traitsOfficial traitsScientist traitsParagons
Governance EmpireOriginGovernmentCivicsCouncilAgendasPoliciesEdictsFactionsTraditionsAscension perksSituations
Economy ResourcesPlanetary managementDistrictsJobsDesignationTradeMegastructures
Buildings Planet capitalCommon buildingsUnique buildingsHoldings
Ships ShipShip designerCore componentsWeapon componentsUtility componentsMutationsOffensive mutations
Technology TechnologyPhysics researchSociety researchEngineering research
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseCrisis
Others EventsThe ShroudPreset empiresAI playersStat modifiersConsole commandsEaster eggs