This article is for the PC version of Stellaris only.
Settings ("Game Details") 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.
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.
Notes on Galaxy Size
- For Tiny, the player may not select either the 2-armed or the 4-armed spiral galaxy when choosing this option. There are 3 AI empires and 0 Advanced AI starts by default.
- For Small, the player may not select the 4-armed spiral galaxy when choosing this option. There are 6 AI empires and 1 Advanced AI starts by default.
- From Medium onwards, the player may select any shape for the galaxy. At Medium, there are 9 AI empires and 2 Advanced AI starts by default.
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.
- 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 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 minerals, 300-900 extra energy and 50-150 extra influence. The probability of an empire getting an advanced start depends on its AI personality.
- 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 DLC)
- 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 to 5X.
- 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.
- 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).
- Tech/ Tradition cost - Determines the costs of technology and traditions for regular empires. Ranges from 0.25X to 5X.
|Available only with the Apocalypse DLC enabled.|
- Marauder Empires - The max number of Marauder Empires that can spawn. Marauder Empires can trigger the Horde Crisis.
These settings determine the ease of travel within the galaxy.
- Hyperlane Density - Determines number of hyperlanes in the galaxy. Ranges from 0.5X to 5X.
- Abandoned Gateways - Determines number of abandoned gateways in the galaxy. Ranges from 0X to 5X.
- 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.
- Wormhole Pairs - Determines number of wormhole pairs in the galaxy. Ranges from 0X to 5X.
- Mid-Game Start Year - Determines earliest year whereby mid-game events can occur. Examples include Machine Uprisings and Horde Crisis.
- End-Game Start Year - Determines earliest year whereby end-game events can occur. Examples include endgame crises and Fallen Empires Awakening.
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.
- Cadet - Player empires receive +50% naval capacity and resources. AI empires may receive minor cheats such as lower gene-modding cost. Non-playable empires (NPCs) do not receive bonuses.
- Ensign - AI empires receive no bonus modifiers, but have minor cheats such as lower gene-modding cost. NPCs receive +10% ship weapon damage and hull/armour/shield.
- Captain - AI empires receive +15% naval capacity and +25% resources. NPCs receive +11% ship weapon damage and hull/armour/shield.
- Commodore - AI empires receive +30% naval capacity and +50% resources. NPCs receive +13% ship weapon damage and hull/armour/shield.
- Admiral - AI empires receive +45% naval capacity and +75% resources. NPCs receive +15% ship weapon damage and hull/armour/shield.
- Grand Admiral - AI empires receive +60% naval capacity and +100% resources. NPCs receive +17% ship weapon damage and hull/armour/shield.
- Scaling - AI (or player) empires receive bonuses that start at zero and scale up, reaching the bonus defined by difficulty level at the End-Game year. NPCs receive bonuses that start at zero and scale up similarly.
- Main article: Ironman
Determines whether or not Ironman Mode is turned on or off.
- 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.