Difference between revisions of "Federation"

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(Succession Type)
(Misleading statement that all federation members must vote positively for a new member to join. That is true only if voting is unanimous.)
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Federations are groups of empires that band together for mutual benefit. Diplomatic relations inside of a federation become more favorable: members do not generate border friction amongst themselves, build trust with each other to a cap of {{green|+100}} and share 10% of their victory score with each other. Players can set a name for their federation at creation or leave it random; the name can be changed at any time. In the default map view, all federation members share the same color.
 
Federations are groups of empires that band together for mutual benefit. Diplomatic relations inside of a federation become more favorable: members do not generate border friction amongst themselves, build trust with each other to a cap of {{green|+100}} and share 10% of their victory score with each other. Players can set a name for their federation at creation or leave it random; the name can be changed at any time. In the default map view, all federation members share the same color.
  
A federation can only be created by an empire that adopts the [[File:Tradition_diplomacy_the_federation.png|link=Traditions#Diplomacy|21px]] Federation [[tradition]] from the Diplomacy tree. Empires with the {{iconify|Barbaric Despoilers}} civic can create only a Martial Alliance or Hegemony federation. An invited empire must have a positive acceptance score with all existing federation members to join a federation. Hovering over the diplomatic choice will show which empires agree and disagree.
+
A federation can only be created by an empire that adopts the [[File:Tradition_diplomacy_the_federation.png|link=Traditions#Diplomacy|21px]] Federation [[tradition]] from the Diplomacy tree. Empires with the {{iconify|Barbaric Despoilers}} civic can create only a Martial Alliance or Hegemony federation. An invited empire must have a positive acceptance score with an existing federation members for said member to vote for their addition. Hovering over the diplomatic choice will show which empires agree and disagree.
  
 
Members of a Federation have the {{iconify|Energy}} Output reduced by {{red|-15%}}.
 
Members of a Federation have the {{iconify|Energy}} Output reduced by {{red|-15%}}.

Revision as of 11:07, 27 April 2020

This article is about the "Federations" mechanics. For the DLC, see Federations (DLC).

Version

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Please help with verifying or updating older sections of this article. At least some were last verified for version 2.6.

This article is for the PC version of Stellaris only.
A Federation fleet from every species class.

Federations are groups of empires that band together for mutual benefit. Diplomatic relations inside of a federation become more favorable: members do not generate border friction amongst themselves, build trust with each other to a cap of +100 and share 10% of their victory score with each other. Players can set a name for their federation at creation or leave it random; the name can be changed at any time. In the default map view, all federation members share the same color.

A federation can only be created by an empire that adopts the Tradition diplomacy the federation.png Federation tradition from the Diplomacy tree. Empires with the Civic barbaric despoilers.png Barbaric Despoilers civic can create only a Martial Alliance or Hegemony federation. An invited empire must have a positive acceptance score with an existing federation members for said member to vote for their addition. Hovering over the diplomatic choice will show which empires agree and disagree.

Members of a Federation have the Energy Credits.png Energy Output reduced by -15%.

Leaving a Federation will grant a temporary -200 Diplomacy opinion.png Opinion with all Federation members.

Federation Types

The Federation type determines what perks will the Federation provide at each level. The Federation type can be changed as the game progresses by clicking on the Federation type icon. Changing the Federation type however will return the Federation level to 1. Aside from the Galactic Union each type of Federation requires the Federations DLC.

Federation type Level 1 perks Level 2 perks Level 3 perks Level 4 perks Level 5 perks Requirements
Galactic Union
Federation default.png
-50% Cohesion loss from Ethics President Modifiers:
  • +1 Available Envoys
  • Member Modifiers:
  • +25% Naval Contribution Effect
  • -50% Cohesion loss from new members
President Modifiers:
  • +1 Federation Influence Gain
  • Member Modifiers:
  • +1 Unity per Federation Envoy
  • +10% Ship Speed in Federation Space
President Modifiers:
  • +10% Diplomatic Weight
  • Member Modifiers:
  • -50% Cohesion loss from failed votes
  • +25% Damage to Crisis Ships
President Modifiers:
  • +10% Monthly Unity
  • Member Modifiers:
  • +1 Unity per Federation Envoy
  • +25% Damage to Crisis Ships
Trade League
Federation trade.png
Trade League Trade Policy President Modifiers:
  • +1 Available Envoys
  • Member Modifiers:
  • +5% Trade Value
  • +10% Ship Speed in Federation Space
President Modifiers:
  • +1 Federation Influence Gain
  • Member Modifiers:
  • +5% Trade Value
  • +5 Trade Protection
President Modifiers:
  • +10% Diplomatic Weight
  • Member Modifiers:
  • +5% Trade Value
  • +25% Naval Contribution Effect
President Modifiers:
  • +10% Trade Value
  • Member Modifiers:
  • +5% Trade Value
  • +25% Damage to Crisis Ships
Civic merchant guilds.pngAuth corporate.png
Martial Alliance
Federation military.png
  • +100 Ship Starting Experience
  • +100 Army Starting Experience
  • +25% Ship Build Speed
President Modifiers:
  • -10% Claim Influence Cost
  • Member Modifiers:
  • +25% Naval Contribution Effect
  • +10% Ship Speed in Federation Space
President Modifiers:
  • +1 Available Envoys
  • Member Modifiers:
  • +1 Admiral Level Cap
  • +10% Ship Fire Rate
President Modifiers:
  • 10% Federation Fleet Unity
  • Member Modifiers:
  • +25% Naval Contribution Effect
  • +25% Damage to Crisis Ships
President Modifiers:
  • +10% Diplomatic Weight
  • Member Modifiers:
  • +25% Naval Contribution Effect
  • +25% Damage to Crisis Ships
Militarist.pngFanatic Militarist.png
Research Cooperative
Federation research.png
Free Research Agreement with all members President Modifiers:
  • +1 Research Alternatives
  • Member Modifiers:
  • +5% Research Speed from Agreements
  • +5% Research Speed
President Modifiers:
  • +20% Diplomatic Weight from Technologies
  • Member Modifiers:
  • +5% Research Speed from Agreements
  • +1% Rare Tech Discovery Chance if other members know it
President Modifiers:
  • +1 Available Envoys
  • Member Modifiers:
  • +5% Research Speed from Agreements
  • +20% Research Speed during a Crisis
President Modifiers:
  • +1 Megastructure Build Capacity
  • Member Modifiers:
  • +5% Research Speed from Agreements
  • +20% Research Speed during a Crisis
Materialist.pngFanatic Materialist.pngAuth machine intelligence.png
Hegemony
Federation hegemony.png
  • Members cannot leave the Federation
  • Members can gain the Secede Casus Belli
  • Reduced Centralization requirements
President Modifiers:
  • -100% Naval Contribution Cost
  • +1 Available Envoys
  • Other Members Modifiers:
  • +5% Resources from Jobs
President Modifiers:
  • Gain the Establish Hegemony Wargoal
  • Other Members Modifiers:
  • +5% Resources from Jobs
  • -50% Cohesion loss from new members
President Modifiers:
  • +1 Federation Influence Gain
  • Other Members Modifiers:
  • +5% Resources from Jobs
  • -100% Migration Pact Upkeep
  • -100% Research Agreement Upkeep
President Modifiers:
  • 10% of every member's Diplomatic Weight
  • Other Members Modifiers:
  • +25% Damage to Crisis Ships
  • 10% Federation Fleet Unity
Authoritarian.pngFanatic Authoritarian.pngCivic machine servitor.pngHegemon

Federation Cohesion

Cohesion is a measure of how unified a Federation is and ranges from +100 to -100. Each ten points of Cohesion above 0 adds +1 XP to a Federation, up to +10 at +100 Cohesion. Conversely each ten points of Cohesion below 0 adds -1 XP to a Federation, up to -10 at -100 Cohesion. Cohesion is lowered continuously by members having different Ethics, especially opposing Ethics, and temporarily each time a member joins or leaves the Federation. This can be countered by assigning Envoys to the Federation. Each assigned Envoy increases Federation Cohesion by +1.

If a Federation loses the experience required for a level it will lose a Federation level and remove the lost level's perks in 90 days. Each level requires the following amount of experience:

Level 2 3 4 5
XP 1200 3600 8400 18000

A Federation's experience is capped at 18000, meaning that at level 5 any negative Cohesion will downgrade the Federation level.

Federation Fleet

Federations that have their Fleet Contribution law above None feature a joint fleet in addition to the forces of the separate member empires, under control of the current federation president. Federation fleets cost no maintenance and use the federation fleet capacity, to which every member contributes based on the Fleet Contribution law, up to 600. The fleets cannot exceed this cap. The Entente Coordination tradition doubles the naval capacity contribution of the members that adopt it while not reducing their own further. Federation fleets do not have a command limit.

The president designs the federation fleet ships via a special ship designer available in the federation menu and may use any technology available to any member empire. Regular ship designs cannot be used to build federation ships. The president's empire is responsible for commanding the federation fleets. Federation law determines whether any member of the federation or the president's empire alone can build ships for the federation fleet. Any AI federation member's research of a component-unlocking technology will auto-update the default federation designs, but not the player-created ones, adding theirs to the list instead. Since their designs are considered newer if you update your federation fleets at this time your fleet will become their design, which can be undesirable.

If a federation is disbanded, so is the federation fleet.

The federation fleet has its own Titan limit, which does not decrease the number of Titans its members can construct individually.

The federation can include one Juggernaut regardless of whether any member empire has one of their own.

Federation laws

Federation laws customize certain aspects of a federation. Any federation member can propose a law change. Hovering over any law will list the federation members that will oppose it. A failed vote will add −10 Federation cohesion.png Cohesion.

Federation Centralization

Federation Centralization unlocks additional laws at the cost of Cohesion are available and is limited by the current federation level.

Type Federation cohesion.png Monthly cohesion Required level Description
Minimal 0 1 The Federation's influence over its members is kept at a minimum.
Low −1 2 The level of Federation influence over member states are kept very low.
Medium −2 3 The Federation has a good deal of influence over its members, while still allowing some independent governing.
High −3 4 The Federation's influence over its member states is almost absolute.
Very High −4 5 The Federation has sovereign control over how member states are being governed.

Fleet Contribution

The Fleet Contribution law determines how much Mod fleet size add.png naval capacity is transferred from federation members to the federation fleet. The availability of laws is heavily affected by the federation type.

Type Federation cohesion.png Monthly cohesion Mod fleet size add.png Transferred naval capacity Max Fleet Size Required centralization Desctiption
Federation default.png Galactic Union Hegemony Hegemony Federation military.png Martial Alliance Federation research.png Research Cooperative Federation trade.png Trade League
None 0 0 0 Minimal Minimal Minimal Minimal Minimal This federation has no collaborative military effort.
Low −0.25 10% 200 Low Minimal Minimal Medium Low This federation has a minor collaborative military effort.
Medium −0.5 20% 400 Medium Low Low Very High Medium This federation has a moderate collaborative military effort.
High −0.75 30% 600 High High Medium No.png Very High This federation has a extensive collaborative military effort.

Federation Fleet Construction

The Federation Fleet Construction law determines who can build ships for the federation fleet.

Type Effects Required Centralization
Everyone All members can build ships for the federation fleet Minimal
Only Leader Only the federation president can build ships for the federation fleet Low

Succession Type

The Succession Type law determines how the federation president is chosen once the succession term is up.

Type Federation cohesion.png Monthly cohesion Effects Required centralization Federations DLC
Rotation -0.5 Leadership is rotated among each Federation member Minimal No.png
Strongest −1 The empire with the highest succession power becomes the next president Minimal if Hegemony
High if Other
No.png
Random The next president is chosen randomly Minimal Yes.png
Challenge The empire that wins the challenge becomes the next president Low Yes.png

Succession Power

The Succession Power law determines by what criteria will the federation president be chosen if the Succession Type law is set to Strongest.

  • Economy chooses the president based on economic power
  • Diplomatic Weight chooses the president based on diplomatic weight
  • Technology chooses the president based on technology level
  • Fleets chooses the president based on fleet power

Challenges

This law determines by what criteria will the Federation President be chosen if the Succession Type law is set to Challenge. Empires which don't meet the challenge requirements will be forced to forfeit.

Challenge Description Forfeits
Arena Combat The rulers of all Federation members fight in arena and all losers are killed. Each ruler has a chance to win based on a variety of factors.

Winning Odds above 60 and below 500 is counted as 60, namely Leader trait psionic chosen one.png Chosen One plus an Odds reducing factor.

Condition Odds
Empire ethics Fanatic Pacifist.png Fanatic Pacifist: -10
  • Pacifist.png Pacifist: -5
  • Militarist.png Militarist: +5
  • Fanatic Militarist.png Fanatic Militarist: +10
Empire civics
  • Civic citizen service.png Citizen Service: +6
  • Civic warrior culture.png Warrior Culture: +20
Ruler traits
  • Leader trait substance abuser.png Substance Abuser: -5
  • Leader trait eager.png Eager: +1
  • Leader trait stubborn.png Stubborn: +1
  • Adaptive.png Adaptive: +3
  • Leader trait resilient.png Resilient: +5
  • Leader trait cyborg.png Cyborg: +15
  • Trait robotic 3.png Synthetic: +20
  • Leader trait psionic leader.png Psychic: +25
  • Leader trait psionic chosen one.png Chosen One: +500
General traits (if the ruler was a General)
  • Leader trait armchair commander.png Armchair Commander: +3
  • Leader trait army logistician.png Army Logistician: +3
  • Charismatic.png Charismatic: +3
  • Leader trait restrained.png Restrained: +3
  • Leader trait glory seeker.png Glory Seeker: +8
  • Leader trait butcher.png Butcher: +10
  • Leader trait glory seeker.png Mercenary Warrior: +15
Admiral traits (if the ruler was an Admiral)
  • Leader trait lethargic.png Lethargic: -3
  • Leader trait aggressive.png Aggressive: +2
  • Leader trait trickster.png Trickster: +3
  • Leader trait mercenary warrior.png Mercenary Warrior: +10
Governor traits (if the ruler was a Governor)
  • Leader trait bureaucrat.png Bureaucrat: -10
  • Leader trait intellectual.png Intellectual: -10
  • Leader trait retired fleet officer.png Retired Fleet Officer: +2
  • Leader trait army veteran.png Army Veteran: +3
Ruler species traits
  • Weak.png Weak: -10
  • Slow Learners.png Slow Learners: -2
  • Talented.png Talented: +2
  • Quick Learners.png Quick Learners: +2
  • Resilient.png Resilient: +6
  • Robust.png Robust: +6
  • Strong.png Strong: +10
  • Very Strong.png Very Strong: +15
  • Trait survivor.png Survivor: +3
  • Trait lithoid.png Lithoid: +5
Gestalt consciousness.png Gestalt Consciousness empires
Psionic Battle The psionic Pops of all Federation members fight in arena. Before the fight each empire will be offered to pay Zro.png Zro to increase its odds of winning. Each empire's odds to win, capped at 400, are calculated by the following:
  • +1 per Pop with the Trait psionic species.png Latent Psionic trait
  • +3 per Pop with the Trait psionic species.png Psionic trait
  • +10 per Job telepath.png Telepath job
  • +40 if the empire paid 100 Zro.png Zro
  • +60 if the empire paid 500 Zro.png Zro
  • +80 if the empire paid 1000 Zro.png Zro
Empires without Pops with the Trait psionic species.png Psionic or Trait psionic species.png Latent Psionic trait forfeit
Golden Rule A bid value is determined based on the Federation president's stored Energy Credits.png Energy Credits.
President's Energy Credits Bid
0-10000 2500
10000-100000 5000
100000+ 10000

Each member is offered the chance to pay and place a bid or forfeit. If multiple members placed a bid it is offered again to those members. Bidding continues until all but one empire forfeits. The remaining empire becomes the new president and will gain the option to invest the bids placed by all members, distribute them or appropriate them.

  • Investing will give all Federation members +10% Trade value.png Trade Value and +5% Energy Credits.png Energy Credits for a year
  • Distributing will refund each member Energy Credits.png Energy Credits based on the sum bade by all members
  • Appropriating will grant the president Energy Credits.png Energy Credits based on the sum bade by all members and give +5% Energy Credits.png Energy Credits and -100 Diplomacy opinion.png Opinion with all Federation members for 50 years
Bade sum Redistribution value Appropriation value
0-10000 1000 7000
10000-100000 2500 15000
100000+ 5000 75000
Empires that refuse to pay or can't afford a bid
Thesis Defense Each member empires assembles a team made up of up to five recruited scientists. Each scientist leading a research area will always join if present. Each team has a chance to win based on the traits of each team member.
Condition Odds
Base weight 20
1+ Adaptive.png Adaptive +10
1+ Leader trait eager.png Eager +5
1+ Leader trait maniacal.png Maniacal +10
1+ Leader trait meticulous.png Meticulous +10
1+ Leader trait lightbulb on.png Spark of Genius +20
1+ Leader trait substance abuser.png Substance Abuser +10
1+ Statecraft.png Expertise: Statecraft +10
1+ Any Expertise trait +5
1+ Leader trait custom AI assistant.png Custom AI Assistant +10
1+ Leader trait sentient AI assistant.png Sapient AI Assistant +20
1+ Leader trait scroll.png Towel-bearer +9
1+ Leader trait curator.png Curator +10
1+ Leader trait psionic leader.png Psychic +10
1+ Leader trait psionic chosen one.png Chosen One +30
1+ Leader trait cyborg.png Cyborg +10
1+ Trait robotic 3.png Synthetic +5
1+ Erudite.png Erudite +15
1+ Leader trait paranoid.png Paranoid -5
1+ Leader trait stubborn.png Stubborn -5
2+ Leader trait carefree.png Carefree -10
2+ Leader trait maniacal.png Maniacal -20
2+ Leader trait substance abuser.png Substance Abuser -20
No empire in the Federation has Technology Level Superior or Overwhelming +30
Empires without at least three scientists

Succession Term

The Succession Term law determines how often the federation president changes.

Type Effects
10 Years Succession happens every 10 years
20 Years Succession happens every 20 years
30 Years Succession happens every 30 years
40 Years Succession happens every 40 years
Status Change Succession happens when a member surpasses the president by 25%

Federations DLC

The following laws can only be changed if the Federations Federations DLC is installed.

Can Subjects Join
Type Federation cohesion.png Monthly cohesion Effects Required centralization Federations DLC
No 0 Subject empires will not join the Federation
Existing subjects of a Federation member are kicked from the Federation
Unavailable for Hegemony Federations
Minimal No.png
Yes 0 Subject empires will join or leave the Federation if the overlord does
Existing subjects of a Federation member join the Federation
Minimal Yes.png
Vote Weight
Type Federation cohesion.png Monthly cohesion Effects Required centralization Federations DLC
Equal 0 Each member has equal voting power Minimal No.png
Diplomatic 0 The voting power of each member is determined by their Diplomatic weight.png Diplomatic Weight Medium Yes.png
War Declaration
Type Federation cohesion.png Monthly cohesion Effects Required centralization Federations DLC
Unanimous Vote 0 Each member must agree Minimal No.png
Majority Vote 0 The majority of the members must agree Minimal if Hegemony
Low if not Hegemony
Yes.png
President Decides −0.5 Only the federation president must agree High Yes.png
Invite Members
Type Federation cohesion.png Monthly cohesion Effects Required centralization Federations DLC
Unanimous Vote 0 Each member must agree Minimal No.png
Majority Vote 0 The majority of the members must agree Low Yes.png
President Decides −0.25 Only the federation president must agree Minimal if Hegemony
High if not Hegemony
Yes.png
Kick Members
Type Federation cohesion.png Monthly cohesion Effects Required centralization Federations DLC
Majority Vote 0 The majority of the members must agree Minimal No.png
President Decides −0.5 Only the federation president must agree Minimal if Hegemony
Very High if not Hegemony
Yes.png
Free Migration
Type Federation cohesion.png Monthly cohesion Effects Required centralization Federations DLC
Disabled 0 Pops cannot migrate to other Federation members without a Diplomacy migration pact.png Migration Treaty Minimal No.png
Enabled 0 Pops can migrate to other federation members Medium Yes.png
Separate Treaties
Type Federation cohesion.png Monthly cohesion Effects Required centralization Federations DLC
Allowed 0 Members can sign Diplomacy commercial pact.png Commercial Pacts, Diplomacy migration pact.png Migration Treaties or Diplomacy research agreement.png Research Agreements with empires outside the Federation Minimal No.png
Prohibited −0.1 Members cannot sign Diplomacy commercial pact.png Commercial Pacts, Diplomacy migration pact.png Migration Treaties or Diplomacy research agreement.png Research Agreements with empires outside the Federation Low Yes.png

References


Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
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Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs