Empire interface

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Please help with verifying or updating older sections of this article. At least some were last verified for version 1.4.

This article is for the PC version of Stellaris only.

Stellaris' Interface, also called user interface (UI), or graphical user interface (GUI), has a number of specific screens and visual elements. This article will focus on the pragmatic purpose and utility of the interface (as opposed to the stylistic elements).



The government screen presents information regarding the empire and its government. The player can find here:

  • The current ruler and their traits
  • The empire's ethics and civics. Note: Unlike civics, an ethics change requires major ethics shift within the populace first.
  • Authority type and next election date or next heir (if imperial)
  • Reform government - Change at any point the empire's authority type and civics for an Influence.png influence cost (available options depend on ethics and other criteria)
  • Any modifiers currently affecting the empire
  • Elections occur in Auth democratic.png Democratic, Auth oligarchic.png Oligarchic and Auth dictatorial.png Dictatorial authority type governments
  • Election cycle depend on authority type
  • During elections the player is presented with a list of candidates (faction leaders)
  • Candidates - Displays inforamtion about backing faction, leader level, traits, current position (if holds one), Agenda/Mandate (authority type dependent) and election chance
  • The player may choose to interject and support a specific leader for an Influence.png influence cost

The budget tab keeps track of the empire's economy. The player can find here:

  • A tally of the empire's income and expenses (Energy Credits.png Energy credits act as the game's currency)
  • Economic modifiers affecting the empire's expenses
  • Modifiers affecting the economic welfare of the empire
  • These modifiers involve mainly reduced upkeep for military or cost reduction for units and buildings

The demographics tab keeps track of the empire's populace. The player can find here:

  • Pie chart showcasing the species division within the empire
  • The dominant species as well as the traits among the empire's pops
  • Modifiers affecting the empire's pops
  • These modifiers consist mainly of improved productivity for pops



Contacts view (tab 01 - Empires)

In the Contacts screen we see a detailed list of all the various Empires we have encountered. Their Opinions of us are visible at a glance, and we can quickly and easily engage in Diplomacy. The Species tab shows a list of all alien species we have encountered, as well as their associated Traits.

Diplomacy Screen

Diplomacy screen

The Diplomacy screen is where we communicate with other civilizations. Here we can Declare War, form Alliances and implement Trade Deals with our neighbors, amongst other things. There is a button on the Diplomacy screen that centers the screen view on that empire's capital.

War Demands

When declaring war we also need to declare what the purpose of the conflict is, to both our enemy and any allies. These War Goals determine what kind of Demands we can press during peace negotiations, ranging from the ceding of orbital stations to vassalization. Presenting these goals gives the enemy an opportunity to react appropriately - they might give up immediately, present a counter-offer and truce, or defend their interests to the last man, woman, fungal spore or half-sentient herbivore. Finding out is part of the fun! To declare a War Goal, click and drag it from the list and drop it onto the player's Empire or any allied Empire.

War Status

The War Status screen shows the current state of any ongoing galactic conflict that we are involved in. The Warscore bar is a general representation of the two sides' military successes relative to each other, with a detailed breakdown of generated Warscore beneath.

War Negotiation

We may at any time use our accumulated Warscore to press demands for our various War Goals. Keep in mind that the enemy is unlikely to accept any demands for War Goals where the Cost exceeds the Warscore we have accumulated. Additionally, a potential victor might even show mercy by offering White Peace, while a likely loser may propose an unconditional Surrender to avoid spilling any more of the multitude of vital bodily fluids organics need to operate efficiently.

Trade Offers

Trade screen

Log Views

Situation Log

Planet view (tab 01 - Situation Log)

The Situation Log displays a list of all currently available Special Projects and various other points of interest. New items will likely appear as we begin exploring the galaxy.

Victory Log

Planet view (tab 02 - Victory Log)

The Victory screen lists certain conditions that we can strive to fulfill, to ensure that the legacy of our star nation will endure for as long as there is intelligent life in the galaxy.

Technology View

Technology view

The Technology screen is where we will be directing our research efforts. Technologies are categorized into three different fields, with each field typically having three available research options. We can research technologies without assigning a Scientist to the relevant field, but this will take significantly longer and is generally not recommended!



Empire view (tab 01 - Planets)

The Empire screen lists the Planets of our empire, with Leaders and the different Factions in separate tabs. It also lets us create and manage Sectors.

Sector Management

In Sector Management Mode, planets are added to new or existing Sectors on a per-system basis. Sectors automate the construction of planetary buildings, greatly reducing the need for micromanagement.


Government view (tab 03 - Policies)

The Policies tab covers government Policies as well as empire-wide Edicts, practices that can be enforced by spending some of our Influence. There are often a few possible stances to take for any given Policy, though we may be limited by technology as well as our Ethos.


Empire view (tab 03 - Factions)

The Factions tab provides an overview of the populace's political groupings, and allows us to hear their Demands and interact with them.

Strategic resources

Strategic resources

The Strategic Resources screen catalogs the empire's available Strategic Resources and their effects. Many Strategic Resources require specific Technologies to be researched before they are revealed on the map.


Contacts view (tab 02 - Species)

The Species tab lists all types of nominally intelligent beings we have encountered, allowing us to Modify or Uplift them if we have the means and opportunity.

Genetic Modification
Genetic Modification

We can genetically engineer this species, modifying their Traits.


We can modify the Traits of these intelligent animals and Uplift them to become fully sapient and productive citizens of our empire.


Empire view (tab 02 - Leaders)

The Leaders tab lets us hire, dismiss and assign idle Governors, Scientists, Admirals and Generals.



Traditions should be here.

Expansion planner

Expansion planner

Expansion planner should be here.

Ship designer View

UI ship designer should be here
Main article: Ship Designer

All the Ships in use within our empire are designed here. New Hull Sizes and Components will be unlocked as we research new technologies.

Unit interface

Military Fleets

Military Fleets are used to protect our emerging empire from threats... or to expand our glorious rule through force of arms, if we so wish. Our Navy Size is limited by technology and the skill of its commanding Admiral. No Admiral has been assigned to our starting fleet, so if we have the Influence points to spare we may wish to recruit one.

Science Ships

This is our Science Ship, which is used to Survey astronomical objects such as planets in a star system. A planet needs to be surveyed in order to make its Resources visible. To put it to work, simply right-click on a not-yet-surveyed planetary body and select Survey System. The ship will then travel between all objects in the system and survey them each in turn. Surveying other planets may also uncover ones that are Habitable and ripe for future colonization.

Construction Ships

This is our construction ship, which is used to construct space stations. When an astronomical object such as a planet has been surveyed, we can order this ship to build a research station or a mining station to exploit any resources it may have. Different types of stations, such as military stations that can be built anywhere inside a system, will become available as our technological capability increases.

Transport Ships

When Armies are ordered into space, they automatically embark on these Transport ships which appear in orbit. Make sure to protect them, since they are quite defenseless! Escorts can be directed to follow a Transport fleet by right-clicking on it. Passive posture encourages the escorts to stay close to the transports they are following, but engage nearby enemy. Since 1.3, Transport ships that are beng escorted by warships will not be targeted by hostiles.

Ship details
ship detail UI
  • AAA
Military Stations

Military Stations are static defenses that can be used to protect important planets or strategic avenues of approach, but can only be built within our borders or territories we have special access to. Take care not to build too many - like ships, their maintenance costs will be a drain on our economy.

Research Stations

A Research Station built in orbit of a planetary body will gather its Physics, Engineering and Society research data. They can only be built within our borders, and they are not needed if the planet has already been colonized.

Mining Stations

Mining Stations are used to extract the Minerals and Strategic Resources of the object they orbit. These resources can then be used by Pops and Orbital Refineries. Mining Stations are not needed to access the resources of colonized planets, and can only be built within our borders.

Wormhole Station

Wormhole stations are built on the outer rim of a system, molding minute tears in space-time into two-way portals to other stars. Ingenious.

Observation Post

Observation Posts house teams of scientists conducting research and remotely observing Primitive species on the planets they orbit.


Artist, Curator or Trader enclaves.


These are unidentified spacefaring entities. We can learn more about them and perhaps even initiate first contact by completing the appropriate Special Project.

Frontier Outpost

The frontiers of our Empire are by no means final. Frontier Outposts act as beacons projecting our influence into the void. By building them outside our domain, we expand and demarcate our borders to claim systems for mining and research purposes.