Difference between revisions of "Game Settings"

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{{version|2.0}}
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{{version|2.3}}
[[Settings]] ("Game Details") are the various changes that the player can make while starting a single player or multiplayer game. These settings can be used to make game sessions shorter or longer, simpler or more complex, as well as to increase the difficulty if desired.
+
'''Game Settings''' are the various changes that the player can make before starting a single player or multiplayer game. These settings can be used to make game sessions shorter or longer, simpler or more complex, as well as to increase the difficulty if desired.
  
 
== Galaxy ==
 
== Galaxy ==
 
 
When starting a new game, the player may choose which type of galaxy they are to play in. An empire's expansion is limited to the galactic plane, so the shape of the galaxy will affect play. Which galaxy types are accessible at the start of the game is determined by how many stars the galaxy is to have.
 
When starting a new game, the player may choose which type of galaxy they are to play in. An empire's expansion is limited to the galactic plane, so the shape of the galaxy will affect play. Which galaxy types are accessible at the start of the game is determined by how many stars the galaxy is to have.
  
{{#lsth:Map|Galaxy variants}}
+
=== Galaxy shape ===
 
+
There are 3 different types of galaxies available, with 2 variants of the spiral galaxy for a total of 4 possible galaxy shape options.
=== Notes on Galaxy Size===
+
{| class="mildtable" cellspacing="2" cellpadding="4"
*For ''Tiny'', the player may ''not'' select either the 2-armed or the 4-armed spiral galaxy when choosing this option. There are 2 AI empires and 1 Advanced AI starts by default.
+
|-
*For ''Small'', the player may ''not'' select the 4-armed spiral galaxy when choosing this option. There are 11 AI empires and 3 Advanced AI starts by default.
+
! colspan=2 |Type
*From ''Medium'' onwards, the player may select any type of galaxy. At ''Medium'', there are 17 AI empires and 4 Advanced AI starts by default.
+
! Min Galaxy Size
**For ''Large'', there are 23 AI empires and 6 Advanced AI starts by default.
+
! style="width:80%" |Description
**For ''Huge'', there are 29 AI empires and 8 Advanced AI starts by default.
+
|-
 
+
| [[File:Elliptical.png|100px]] || '''Elliptical'''
== Empires ==
+
| Tiny
 +
| ''Elliptical galaxies have the stars placed in a [https://en.wikipedia.org/wiki/Elliptical_galaxy ellipsoidal pattern ], resulting in an evenly distributed geography. Expansion is mostly unhindered. It is also the Default map.''
 +
|-
 +
| [[File:Spiral 2.png|100px]] || '''Spiral (2 arms)'''
 +
| Small
 +
|  rowspan=2 |''Spiral galaxies have the stars placed in arms that extend out in a [https://en.wikipedia.org/wiki/Spiral_galaxy spiral pattern]. A spiral galaxy provides an interesting geography as the galactic arms are sparsely connected to each other.''
 +
|-
 +
| [[File:Spiral 4.png|100px]] || '''Spiral (4 arms)'''
 +
| Medium
 +
|-
 +
| [[File:Ring Galaxy.png|100px]] || '''Ring'''
 +
| Tiny
 +
| ''Ring galaxies have the stars placed in a [https://en.wikipedia.org/wiki/Ring_galaxy ring shape] around the galactic core, making it easier to cut other empires off from the rest of the galaxy than it is with any other shape. Expansion is limited to a clockwise or counter-clockwise direction. An inner ring surrounds the galactic core''
 +
|-
 +
|}
  
These settings determine the number of AI empires that will spawn at the start of the game, as well as their advantages, placement and abilities for expansion.  
+
=== Galaxy size ===
 +
In addition to the galaxy shape, the size of the galaxy can also be chosen at the beginning of the game, ranging from 200 to 1000 stars. The size of the galaxy affects the number of stars, as well as how many AI Empires, Fallen Empires and {{icon|apc}} Marauder Empires can be generated at the start of the game.
 +
{| class="mildtable" cellspacing="2" cellpadding="4" style="text-align: center;
 +
|-
 +
! Size
 +
! Number of Stars
 +
! Maximum AI Empires
 +
! Maximum Fallen Empires
 +
! {{icon|apc}} Maximum Marauder Empires
 +
|-
 +
| '''Tiny'''
 +
| 200
 +
| 6
 +
| 1
 +
| 1
 +
|-
 +
| '''Small'''
 +
| 400
 +
| 12
 +
| 2
 +
| 2
 +
|-
 +
| '''Medium'''
 +
| 600
 +
| 18
 +
| 3
 +
| 2
 +
|-
 +
| '''Large'''
 +
| 800
 +
| 24
 +
| 4
 +
| 3
 +
|-
 +
| '''Huge'''
 +
| 1000
 +
| 30
 +
| 5
 +
| 3
 +
|-
 +
|}
  
*'''AI empires''' - Determines the number of AI empires that spawn at the same time as human players. Number ranges are dependent on galaxy size; minimum can be set at zero.
+
== Game Details ==
*'''Advanced AI starts''' - Can range from 0 to all of the AI empires. Determines the number of pre-existing AI empires that start with an initial starting advantage over the player. These empires may start with up to 4 extra colonies, 3-7 extra warships and 500-1500 extra {{iconify|minerals}}, 300-900 extra {{iconify|energy}} and 50-150 extra {{iconify|influence}}. The probability of an empire getting an advanced start depends on its [[AI_personalities|AI personality]].
+
[[File:Hyperlane Density Min.png|300px|thumb|Hyperlane Density 0.5X]]
*'''Fallen Empires''' - The max number of Fallen Empires that can spawn. There can be no more than 5 Fallen Empires, one of each kind. (Ancient Caretakers is only available with {{iconify|Synthetic Dawn}} DLC)
+
[[File:Hyperlane Density Max.png|300px|thumb|Hyperlane Density 2.75X]]
*'''Habitable Worlds''' - Increases or decreases the chance of planets being habitable. Ranges from 0.25X to 5X.
+
[[File:Hyperlane Density Full.png|300px|thumb|Hyperlane Density Full]]
*'''Primitive Civilizations''' - Increases or decreases the chance of Primitive Civilizations spawning. Ranges from 0X to 5X.
+
* '''AI empires''' - Determines the number of AI empires that spawn at the same time as human players. Number ranges are dependent on galaxy size; minimum can be set at zero.
*'''AI Aggressiveness''' - The overall AI aggressiveness can be increased or decreased and determines how likely the AI is to declare war on empires if they have negative attitudes.
+
* '''Advanced AI starts''' - Can range from 0 to all of the AI empires. Determines the number of Advanced Empires.
*'''Empire Placement''' - Determines whether empires will be placed in clusters to increase the likelihood that you'll have some neighbors or placed at random.
+
* '''Fallen Empires''' - The max number of [[Fallen_empire|Fallen Empires]] that can spawn. There can be no more than 5 Fallen Empires, one of each kind. (Ancient Caretakers is only available with {{iconify|Synthetic Dawn|24px}} DLC)
*'''Advanced Neighbors''' - Determines whether ''Advanced AI empires'' can spawn next to human players or not.
+
* '''Tech/ Tradition cost''' - Determines the costs of technology, traditions and [[Edicts|ambitions]] for regular empires. Ranges from 0.25X to 5X.
*'''Endgame Crises''' - Determines whether an endgame [[crisis]] can happen, as well as its strength. If an crisis is allowed to occur, its minimum strength is 0.25X (maximum strength is 5x).
+
* '''Habitable Worlds''' - Increases or decreases the chance of planets being habitable. Ranges from 0.25X to 5X.
*'''Tech/ Tradition cost''' - Determines the costs of [[technology]] and [[traditions]] for regular empires. Ranges from 0.25X to 5X.
+
* '''Primitive Civilizations''' - Increases or decreases the chance of [[Pre-FTL_species|Primitive Civilizations]] spawning. Ranges from 0X (no primitives) to 1X (3% chance per system) to 5X (15% chance per system).
**This setting also affects the cost of {{icon|apc}} [[Edicts|Ambitions]], and how quickly [[protectorate]]s transform into vassals.
+
* '''Crisis Strength''' - Determines the fleet power of [[Crisis|endgame crises]]. Ranges from 0X (no crises) to 5X.
 +
* '''Mid-Game Start Year''' - Determines earliest year whereby mid-game events can occur. Default is 2300.
 +
* '''End-Game Start Year''' - Determines earliest year whereby end-game events can occur. Default is 2400.
 +
* '''Victory Year''' - Determines when the empire with the highest Score is declared winner. Default is 2500.
 +
* '''AI Aggressiveness''' - The overall AI aggressiveness can be increased or decreased and determines how likely the AI is to declare war on empires if they have negative attitudes.
 +
* '''Empire Placement''' - Determines whether empires will be placed in clusters to increase the likelihood that you'll have some neighbors or placed at random.
 +
* '''Advanced Neighbors''' - Determines whether ''Advanced AI empires'' can spawn next to human players or not.
 +
* '''Hyperlane Density''' - Determines number of hyperlanes in the galaxy. Ranges from 0.5X to 2.75X to Full. Full density removes clusters and choke points.
 +
* '''Abandoned Gateways''' - Determines number of abandoned [[Gateway|gateways]] in the galaxy. Ranges from 0X (no gateways) to 5X.
 +
* '''Wormhole Pairs''' - Determines number of [[Wormhole|wormhole pairs]] in the galaxy. Ranges from 0X (no wormholes except the one leading to the Sealed System) to 5X.
 +
* '''Guaranteed Habitable Worlds''' - Creates up to 2 habitable planets of the same class as the homeworld close to every empire's starting system.
 +
* {{icon|apc}} '''Marauder Empires''' - The max number of [[Marauders|Marauder Empires]] that can spawn.
 +
* {{icon|mgc}} '''Caravaneers''' - Determines whether the [[Caravaneers]] will spawn.
  
{{expansion|apc}}
+
=== Advanced Empires ===
*'''Marauder Empires''' - The max number of Marauder Empires that can spawn.
+
Advanced empires are AI empires that start with an advantage over human players. The get the following benefits to have a head start:
 +
* {{icon|energy}} 1000 Energy Credits
 +
* {{icon|minerals}} 1000 Minerals
 +
* {{icon|influence}} 200 Influence
 +
* {{icon|alloys}} 500 Alloys
 +
* {{iconify|Planetary Unification|24px}} technology
 +
* 3-7 extra warships
 +
* 2-5 extra systems with stations built
 +
* 75% of habitable planets in their systems colonized and developed
  
==Travel==
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=== Game Phases ===
These settings determine the ease of travel within the galaxy.
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The following events take place after '''Mid-Game''':
*'''Hyperlane Density''' - Determines number of hyperlanes in the galaxy. Ranges from 0.5X to 5X.
+
* Fleet Maneuvers event
*'''Abandoned Gateways''' - Determines number of abandoned gateways in the galaxy. Ranges from 0X to 5X.
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* Fallen Empires offer better gifts
**Increasing the number of abandoned gateways also increases the chance of empires studying them and eventually constructing them once the appropriate research has been done.
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* {{icon|lev}} Spectral Wraith can emerge from the germinating pulsar
*'''Wormhole Pairs''' - Determines number of wormhole pairs in the galaxy. Ranges from 0X to 5X.
+
* {{icon|snd}} Machine Uprisings can take place
 +
* {{icon|apc}} Marauder mercenary fleets become available
 +
* {{icon|apc}} Marauder empires can become The Horde
 +
* {{icon|anr}} Ancient Tomb Archaeology Site can appear
  
== Game phases ==
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The following events take place after '''End-Game'''
*'''Mid-Game Start Year''' - Determines earliest year whereby mid-game events can occur. Examples include {{icon|snd}}Machine Uprisings and {{icon|apc}}Horde Crisis.
+
* Endgame Crises can trigger
*'''End-Game Start Year''' - Determines earliest year whereby end-game events can occur. Examples include endgame crises and Fallen Empires Awakening.
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* Fallen Empires can awaken
 +
* {{icon|apc}} Marauder empires can no longer become The Horde
  
 
== Difficulty ==
 
== Difficulty ==
Increases the difficulty of the game for a greater challenge, with higher difficulties granting bonuses to AI empires. Higher difficulty also increases the strength of the endgame [[Crisis|crisis]].
+
Increases the difficulty of the game for a greater challenge, with higher difficulties granting bonuses to AI empires. Higher difficulty also increases the strength of the endgame [[Crisis|crisis]]. Vassals of human players do not gain difficulty bonuses.
 
 
*''Normal'' - The normal difficulty settings.
 
*''Hard'' - AI Empires (except your vassals) get 25% extra production (including {{iconify|energy}}, {{iconify|minerals}}, and {{icon|physics}}{{icon|society}}{{icon|engineering}}research), build 25% larger fleets. They also receive a {{red|-25}} modifier to peacefully become vassals to human players.
 
*''Very Hard'' - AI Empires (except your vassals) get 50% extra production (including {{iconify|energy}}, {{iconify|minerals}}, and {{icon|physics}}{{icon|society}}{{icon|engineering}}research), build 50% larger fleets. They also receive a {{red|-50}} modifier to peacefully become vassals to human players.
 
*''Insane'' - AI Empires (except your vassals) get 100% extra production (including {{iconify|energy}}, {{iconify|minerals}}, and {{icon|physics}}{{icon|society}}{{icon|engineering}}research) and twice as large fleets. They also receive a {{red|-100}} modifier to peacefully become vassals to human players.
 
  
== Ironman mode ==
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'''Scaling Difficulty''' causes the AI (or human) empires and spaceborne aliens difficulty bonuses to start at zero and scale up over the course of the game, reaching the bonus defined by difficulty level at the End-Game year.
 +
{| class="mildtable plainlist" cellspacing="2" cellpadding="4"
 +
|-
 +
! Difficulty
 +
! AI bonuses
 +
! Spaceborne Aliens bonuses
 +
|-
 +
| '''Cadet'''
 +
|
 +
* Player empires receive
 +
* {{icon|pop resource output}} +50% Resources from Jobs and Stations
 +
* {{icon|naval capacity}} +50% Naval Capacity
 +
* {{icon|stability}} +10 Stability
 +
| None
 +
|-
 +
| '''Ensign'''
 +
| None
 +
|
 +
* {{icon|ship damage}} +30% Weapons Damage
 +
* {{icon|ship health}} +30% Hull
 +
* {{icon|ship armor}} +30% Armor
 +
* {{icon|ship shield}} +30% Shields
 +
|-
 +
| '''Captain'''
 +
|
 +
* {{icon|pop resource output}} +25% Resources from Jobs and Stations
 +
* {{icon|naval capacity}} +15% Naval Capacity
 +
* {{icon|ship upkeep}} -10% Ship Upkeep
 +
* {{icon|spaceport module cost}} -10% Starbase Shipyard Cost
 +
* {{icon|stability}} +5 Stability
 +
|
 +
* {{icon|ship damage}} +35% Weapons Damage
 +
* {{icon|ship health}} +35% Hull
 +
* {{icon|ship armor}} +35% Armor
 +
* {{icon|ship shield}} +35% Shields
 +
|-
 +
| '''Commodore'''
 +
|
 +
* {{icon|pop resource output}} +50% Resources from Jobs and Stations
 +
* {{icon|naval capacity}} +30% Naval Capacity
 +
* {{icon|ship upkeep}} -20% Ship Upkeep
 +
* {{icon|spaceport module cost}} -20% Starbase Shipyard Cost
 +
* {{icon|stability}} +10 Stability
 +
|
 +
* {{icon|ship damage}} +40% Weapons Damage
 +
* {{icon|ship health}} +40% Hull
 +
* {{icon|ship armor}} +40% Armor
 +
* {{icon|ship shield}} +40% Shields
 +
|-
 +
| '''Admiral'''
 +
|
 +
* {{icon|pop resource output}} +75% Resources from Jobs and Stations
 +
* {{icon|naval capacity}} +45% Naval Capacity
 +
* {{icon|ship upkeep}} -30% Ship Upkeep
 +
* {{icon|spaceport module cost}} -30% Starbase Shipyard Cost
 +
* {{icon|stability}} +15 Stability
 +
|
 +
* {{icon|ship damage}} +45% Weapons Damage
 +
* {{icon|ship health}} +45% Hull
 +
* {{icon|ship armor}} +45% Armor
 +
* {{icon|ship shield}} +45% Shields
 +
|-
 +
| '''Grand Admiral'''
 +
|
 +
* {{icon|pop resource output}} +100% Resources from Jobs and Stations
 +
* {{icon|naval capacity}} +60% Naval Capacity
 +
* {{icon|ship upkeep}} -40% Ship Upkeep
 +
* {{icon|spaceport module cost}} -40% Starbase Shipyard Cost
 +
* {{icon|stability}} +20 Stability
 +
|
 +
* {{icon|ship damage}} +50% Weapons Damage
 +
* {{icon|ship health}} +50% Hull
 +
* {{icon|ship armor}} +50% Armor
 +
* {{icon|ship shield}} +50% Shields
 +
|}
  
{{Main|Ironman}}
+
== Ironman Mode ==
 +
Ironman is an optional game mode that restricts the player's control over their save file, effectively removing the ability to correct mistakes and change decisions made during the course of play. Under Ironman Mode saving manually is disabled and the game runs on a single save file that gets overwritten every time a significant action is taken. Console commands are also disabled.
  
Determines whether or not Ironman Mode is turned on or off.
+
Enabling Ironman Mode requires the ''Autosave to Cloud'' option to be enabled in the Settings menu, which also requires the user to be logged into Steam and Steam Cloud to be enabled for the game in the Steam Library (Stellaris/Properties/Updates). This also requires that "Enable Steam Cloud synchronization for applications which support it" is enabled in the Steam settings (Steam/Settings/Cloud).
  
*''Ironman Mode''- Saving manually is disabled. Every time the game is saved, the previous save file is overwritten. Console cheats are also disabled. In order to earn Steam achievements, Ironman mode MUST be enabled.
+
[[Achievements]] can only be unlocked in ironman mode. If the checksum is modified by the presence of gameplay mods Ironman Mode will not grand achievements.
  
 
== References ==
 
== References ==

Revision as of 18:44, 12 September 2019

Version

Outliner top.png
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.

Game Settings are the various changes that the player can make before starting a single player or multiplayer game. These settings can be used to make game sessions shorter or longer, simpler or more complex, as well as to increase the difficulty if desired.

Galaxy

When starting a new game, the player may choose which type of galaxy they are to play in. An empire's expansion is limited to the galactic plane, so the shape of the galaxy will affect play. Which galaxy types are accessible at the start of the game is determined by how many stars the galaxy is to have.

Galaxy shape

There are 3 different types of galaxies available, with 2 variants of the spiral galaxy for a total of 4 possible galaxy shape options.

Type Min Galaxy Size Description
Elliptical.png Elliptical Tiny Elliptical galaxies have the stars placed in a ellipsoidal pattern , resulting in an evenly distributed geography. Expansion is mostly unhindered. It is also the Default map.
Spiral 2.png Spiral (2 arms) Small Spiral galaxies have the stars placed in arms that extend out in a spiral pattern. A spiral galaxy provides an interesting geography as the galactic arms are sparsely connected to each other.
Spiral 4.png Spiral (4 arms) Medium
Ring Galaxy.png Ring Tiny Ring galaxies have the stars placed in a ring shape around the galactic core, making it easier to cut other empires off from the rest of the galaxy than it is with any other shape. Expansion is limited to a clockwise or counter-clockwise direction. An inner ring surrounds the galactic core

Galaxy size

In addition to the galaxy shape, the size of the galaxy can also be chosen at the beginning of the game, ranging from 200 to 1000 stars. The size of the galaxy affects the number of stars, as well as how many AI Empires, Fallen Empires and Apocalypse.png Marauder Empires can be generated at the start of the game.

Size Number of Stars Maximum AI Empires Maximum Fallen Empires Apocalypse.png Maximum Marauder Empires
Tiny 200 6 1 1
Small 400 12 2 2
Medium 600 18 3 2
Large 800 24 4 3
Huge 1000 30 5 3

Game Details

Hyperlane Density 0.5X
Hyperlane Density 2.75X
Hyperlane Density Full
  • AI empires - Determines the number of AI empires that spawn at the same time as human players. Number ranges are dependent on galaxy size; minimum can be set at zero.
  • Advanced AI starts - Can range from 0 to all of the AI empires. Determines the number of Advanced Empires.
  • Fallen Empires - The max number of Fallen Empires that can spawn. There can be no more than 5 Fallen Empires, one of each kind. (Ancient Caretakers is only available with Synthetic Dawn.png Synthetic Dawn DLC)
  • Tech/ Tradition cost - Determines the costs of technology, traditions and ambitions for regular empires. Ranges from 0.25X to 5X.
  • Habitable Worlds - Increases or decreases the chance of planets being habitable. Ranges from 0.25X to 5X.
  • Primitive Civilizations - Increases or decreases the chance of Primitive Civilizations spawning. Ranges from 0X (no primitives) to 1X (3% chance per system) to 5X (15% chance per system).
  • Crisis Strength - Determines the fleet power of endgame crises. Ranges from 0X (no crises) to 5X.
  • Mid-Game Start Year - Determines earliest year whereby mid-game events can occur. Default is 2300.
  • End-Game Start Year - Determines earliest year whereby end-game events can occur. Default is 2400.
  • Victory Year - Determines when the empire with the highest Score is declared winner. Default is 2500.
  • AI Aggressiveness - The overall AI aggressiveness can be increased or decreased and determines how likely the AI is to declare war on empires if they have negative attitudes.
  • Empire Placement - Determines whether empires will be placed in clusters to increase the likelihood that you'll have some neighbors or placed at random.
  • Advanced Neighbors - Determines whether Advanced AI empires can spawn next to human players or not.
  • Hyperlane Density - Determines number of hyperlanes in the galaxy. Ranges from 0.5X to 2.75X to Full. Full density removes clusters and choke points.
  • Abandoned Gateways - Determines number of abandoned gateways in the galaxy. Ranges from 0X (no gateways) to 5X.
  • Wormhole Pairs - Determines number of wormhole pairs in the galaxy. Ranges from 0X (no wormholes except the one leading to the Sealed System) to 5X.
  • Guaranteed Habitable Worlds - Creates up to 2 habitable planets of the same class as the homeworld close to every empire's starting system.
  • Apocalypse.png Marauder Empires - The max number of Marauder Empires that can spawn.
  • MegaCorp.png Caravaneers - Determines whether the Caravaneers will spawn.

Advanced Empires

Advanced empires are AI empires that start with an advantage over human players. The get the following benefits to have a head start:

  • Energy Credits.png 1000 Energy Credits
  • Minerals.png 1000 Minerals
  • Influence.png 200 Influence
  • Alloys.png 500 Alloys
  • Tech planetary unification.png Planetary Unification technology
  • 3-7 extra warships
  • 2-5 extra systems with stations built
  • 75% of habitable planets in their systems colonized and developed

Game Phases

The following events take place after Mid-Game:

  • Fleet Maneuvers event
  • Fallen Empires offer better gifts
  • Leviathans.png Spectral Wraith can emerge from the germinating pulsar
  • Synthetic Dawn.png Machine Uprisings can take place
  • Apocalypse.png Marauder mercenary fleets become available
  • Apocalypse.png Marauder empires can become The Horde
  • Ancient Relics.png Ancient Tomb Archaeology Site can appear

The following events take place after End-Game

  • Endgame Crises can trigger
  • Fallen Empires can awaken
  • Apocalypse.png Marauder empires can no longer become The Horde

Difficulty

Increases the difficulty of the game for a greater challenge, with higher difficulties granting bonuses to AI empires. Higher difficulty also increases the strength of the endgame crisis. Vassals of human players do not gain difficulty bonuses.

Scaling Difficulty causes the AI (or human) empires and spaceborne aliens difficulty bonuses to start at zero and scale up over the course of the game, reaching the bonus defined by difficulty level at the End-Game year.

Difficulty AI bonuses Spaceborne Aliens bonuses
Cadet
  • Player empires receive
  • Mod pop resource output.png +50% Resources from Jobs and Stations
  • Mod fleet size add.png +50% Naval Capacity
  • Stability.png +10 Stability
None
Ensign None
  • Mod ship weapon damage.png +30% Weapons Damage
  • Mod ship hitpoints add.png +30% Hull
  • Mod ship armor mult.png +30% Armor
  • Mod ship shield hp mult.png +30% Shields
Captain
  • Mod pop resource output.png +25% Resources from Jobs and Stations
  • Mod fleet size add.png +15% Naval Capacity
  • Mod ship upkeep mult.png -10% Ship Upkeep
  • Mod spaceport module cost mult.png -10% Starbase Shipyard Cost
  • Stability.png +5 Stability
  • Mod ship weapon damage.png +35% Weapons Damage
  • Mod ship hitpoints add.png +35% Hull
  • Mod ship armor mult.png +35% Armor
  • Mod ship shield hp mult.png +35% Shields
Commodore
  • Mod pop resource output.png +50% Resources from Jobs and Stations
  • Mod fleet size add.png +30% Naval Capacity
  • Mod ship upkeep mult.png -20% Ship Upkeep
  • Mod spaceport module cost mult.png -20% Starbase Shipyard Cost
  • Stability.png +10 Stability
  • Mod ship weapon damage.png +40% Weapons Damage
  • Mod ship hitpoints add.png +40% Hull
  • Mod ship armor mult.png +40% Armor
  • Mod ship shield hp mult.png +40% Shields
Admiral
  • Mod pop resource output.png +75% Resources from Jobs and Stations
  • Mod fleet size add.png +45% Naval Capacity
  • Mod ship upkeep mult.png -30% Ship Upkeep
  • Mod spaceport module cost mult.png -30% Starbase Shipyard Cost
  • Stability.png +15 Stability
  • Mod ship weapon damage.png +45% Weapons Damage
  • Mod ship hitpoints add.png +45% Hull
  • Mod ship armor mult.png +45% Armor
  • Mod ship shield hp mult.png +45% Shields
Grand Admiral
  • Mod pop resource output.png +100% Resources from Jobs and Stations
  • Mod fleet size add.png +60% Naval Capacity
  • Mod ship upkeep mult.png -40% Ship Upkeep
  • Mod spaceport module cost mult.png -40% Starbase Shipyard Cost
  • Stability.png +20 Stability
  • Mod ship weapon damage.png +50% Weapons Damage
  • Mod ship hitpoints add.png +50% Hull
  • Mod ship armor mult.png +50% Armor
  • Mod ship shield hp mult.png +50% Shields

Ironman Mode

Ironman is an optional game mode that restricts the player's control over their save file, effectively removing the ability to correct mistakes and change decisions made during the course of play. Under Ironman Mode saving manually is disabled and the game runs on a single save file that gets overwritten every time a significant action is taken. Console commands are also disabled.

Enabling Ironman Mode requires the Autosave to Cloud option to be enabled in the Settings menu, which also requires the user to be logged into Steam and Steam Cloud to be enabled for the game in the Steam Library (Stellaris/Properties/Updates). This also requires that "Enable Steam Cloud synchronization for applications which support it" is enabled in the Steam settings (Steam/Settings/Cloud).

Achievements can only be unlocked in ironman mode. If the checksum is modified by the presence of gameplay mods Ironman Mode will not grand achievements.

References