Difference between revisions of "Federations"

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== Joining a Federation ==
 
== Joining a Federation ==
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An Empire joining will lose:
 
An Empire joining will lose:
 
* The option declare War without inviting all Federation Members (and needing them to agree to the wargoals)
 
* The option declare War without inviting all Federation Members (and needing them to agree to the wargoals)
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== Federation Fleets ==
 
== Federation Fleets ==
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Federations feature a special joint space navy 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 with 20% of their naval capacity. The Fleet can not exceed this cap. The Entente Coordination tradition doubles the federation naval capacity contribution of the members that adopt it while not reducing their own further.
 
Federations feature a special joint space navy 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 with 20% of their naval capacity. The Fleet can not exceed this cap. The Entente Coordination tradition doubles the federation naval capacity contribution of the members that adopt it while not reducing their own further.
  
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== Federation Diplomacy ==
 
== Federation Diplomacy ==
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A federation acts as a single entity for diplomatic purposes. Federation members cannot form non-aggression or defensive pacts, cannot guarantee or support independence of empires and subjects and declarations of war require '''unanimous''' vote by all Federation Members.
 
A federation acts as a single entity for diplomatic purposes. Federation members cannot form non-aggression or defensive pacts, cannot guarantee or support independence of empires and subjects and declarations of war require '''unanimous''' vote by all Federation Members.
  

Revision as of 08:22, 15 December 2017

Version

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This article may contain outdated information that is inaccurate for the current version of the game.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 1.9.

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 and feature a unified leadership. A federation has a single Empire as Federation president. The presidency rotates between the member empires every 10 years, with the founder of the federation being its first president. While the President controls the Federation Fleet, he has no special say in Federation External Policy. Members of a federation do not suffer from the negative border friction opinion modifier to each other and build trust to a cap of 100. A Federation's name is randomized but the president is always allowed to change the name. in the default map mode all federation members share the same color.

A Federation can only be created by an empire which adopts the Federation tradition from the Diplomacy tree. Federation members can win a game together via the Federation Victory (own 60% of all colonizable planets)

Joining a Federation

An Empire joining will lose:

  • The option declare War without inviting all Federation Members (and needing them to agree to the wargoals)
  • The option to sign Non-Aggression Pacts and Defense Pacts.
  • 20% of its Naval capacity, which is contributed to the Federation Fleet.
  • 2 Influence per month.

An Empire joining will gain:

  • A permanent defense pact with all Members of the Federation
  • A say in Diplomatic Status changes for the Federation (voting yes or no on issues such as declaring war)
  • Very good diplomatic relations with all Federation Members, easily enough for specific trade agreements.
  • A Large combined Fleet that is commanded by the current president of the Federation, with per-Empire Fleets being still so small they are unlikely to trigger Fleetpower based mechanics (like Fallen Empire Awakening)

As a rule of thumb, several fairly equally matched empires might want to form a Federation, especially in the face of aggressive, significantly larger neighbors, but it might not be the best idea for empires who are dominant in their own right. This is because as a federation member such an empire is unable to declare wars freely to further expand.

Factors in joining a federation:

  • +100 Already federation associate
  • +30 Crisis
  • +30 Friendly attitude
  • +50 Fanatical Befrienders
  • +20 Federation Builders, Migratory Flock
  • +10 Spiritual Seekers, Peaceful Traders, Democratic Crusaders
  • +10 Shared rival
  • +1 per each 10 opinion points
  • -10 Honorbound Warriors, Ruthless Capitalists, Slaving Despots
  • -20 Hegemonic Imperialists, Evangelizing Zealots, Harmonious Hierarchy
  • -30 Decadent Hierarchy, Machine Intelligence
  • -50 Xenophobic Isolationists, Hive Mind, Driven Assimilators
  • -50 if one side has the Unrestricted Wars policy and the other doesn't
  • Empires with the Civic inwards perfection.png Inwards Perfection civic cannot join a federation
  • Guardians of the Galaxy always agree to join a federation.

When the sum of the modifiers are lower than base modifier -50, the invited empire would have an additional -1000 dislike modifier. This also checks for all existing members of the federation to prevent an empire to join a federation with members it is likely to disagree with in the future.

Federation Fleets

Federations feature a special joint space navy 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 with 20% of their naval capacity. The Fleet can not exceed this cap. The Entente Coordination tradition doubles the federation naval capacity contribution of the members that adopt it while not reducing their own further.

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 building and commanding the Federation Fleets. 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.

Federation fleets can't be merged with normal ones and attempting to set a common rally point will break the Federation fleet into individual ships.

It is very important to note that a Federation president can use the Federation fleets for its own benefits alone as long as it does not involve a war, such as defeating a guardian or securing the Sanctuary system. AI members can't judge the player actions as selfish in this case.

If a federation is disbanded so is the federation fleet.

Federation Diplomacy

A federation acts as a single entity for diplomatic purposes. Federation members cannot form non-aggression or defensive pacts, cannot guarantee or support independence of empires and subjects and declarations of war require unanimous vote by all Federation Members.

Federation Associates

Instead of non-aggression pacts, federations can offer and can be asked for an associate status. Federation associates benefit from increased Trust and a +10 opinion bonus with all the federation members. This can be used as a step before joining to build trust with all members.

Federation Warfare

Federation Members can not declare personal wars but can always propose one to the Federation at any time. Every federation member must accept for the war to be declared, requiring mutually beneficial war goals unless the targeted empire is hated by everyone. The war declaration menu lists whether a member will be satisfied with the war goals and agree. They can also be asked for demands and if the Suggest Demands button has no effect it means there is no way a specific member will agree to the war, usually because they consider it suicidal.

Of particular note, player and AI pacifist empires can agree to the war, circumventing their no unrestricted wars policies.

Throw out of Federation/Cancel Association Status

If all members except the one being targeted agree, a federation member can be excluded from the Federation. However, due to trust gained, this is unlikely to work with AI Empires unless severe transgressions (like Purges) have taken place. Association Status can be canceled in the same way.

Federation members or empires with Association Status can exit said Federations at any time, without any need to vote. No matter how the relationship ends, an automatic 10 Year Truce will be enforced, and trust will decay per the usual rate.

References


Game concepts