Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 2.2.
This article is for the PC version of Stellaris only.
This article is for the PC version of Stellaris only.
A leader is a named character that leads a significant part of the Empire, as Governor, Scientist, Admiral or General. The ruler is a specific subtype of Leader and in many cases elected from the existing leaders.
The name of a leader can be changed at any time by clicking on it.
Contents
Gaining and losing leaders
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All values in this section can be modified by leader traits, edicts, technology, policies, traditions, civics and ruler traits.
Leaders other than Rulers may be dismissed at any time. Dismissal is irreversible.
Leader pool
While some events and diplomatic options may give leaders, the most common way to get leaders is to recruit them from the leader pool. There is one pool for each type of leader, other than Rulers, who cannot be recruited directly. The default size of the pool is 3, but this can be increased by the Meritocracy or Pooled Knowledge civics.
A leader can be recruited from the pool for a base cost of 200 energy credits, modified by the following:
Source | Cost |
---|---|
Eager leader trait | -50% |
Newboot leader trait | -50% |
Adaptive Bureaucracy technology | -20% |
Selected Lineages Leader Enhancement policy | +50% |
Capacity Boosters Leader Enhancement policy | +100% |
When a leader is recruited, a replacement in the leader pool is generated immediately. Thus, it is possible (though potentially expensive) to "re-roll" leaders in the pool by recruiting and immediately dismissing leaders. Alternatively, leaders in the pool are replaced automatically after 10 years.
Once recruited, leaders can be freely assigned to different posts (for example, moving a governor from one planet to another sector) - taking a few days to arrive at the new location - be left without an assignment, or be dismissed.
Each Leader save for the Ruler has a monthly upkeep of 2 Energy Credits. For every one point of empire size over administrative cap the leader cost and upkeep increase by 1%
Age
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Each leader has an age in years, which is between 28 and 50 when they are first generated (18-26 for heirs). Leaders have a base guaranteed lifespan of 80 years. Life expectancy can be improved by picking the traits Enduring or Venerable during species set-up and by researching certain technologies, picking certain traditions; or worsened by picking Fleeting during species set-up. Synthetics and certain other cases can make a leader immortal. Certain event resolution choices can also grant an increase in lifespan for all leaders.
After passing their guaranteed lifespan, leaders have a chance of dying every month. The probability is 0.2% per year that has passed since their guaranteed lifespan. After 20 years past their guaranteed lifespan this increases to 2% per year. The mean lifespan with no modifiers is 88 years, 6 months.
Hovering over a leader's age will show the species' guaranteed lifespan. Leaders that have the Mechanical, Machine, Hive-Minded and Chosen One will never die from old age.
Skill level
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The skill level of a leader determines their basic bonuses, which depend on leader type (ruler, governor, etc.). By default, skill ranges from a minimum of 1 to a maximum of 5. The skill cap can be increased to a max level of 10 through certain traits, civics, and the leader enhancement policy.
A leader's skill increases after accumulating a certain number of experience points, shown in the table below. Upon gaining a level, a leader's experience total resets to 0 and they have a chance to gain a leader trait.
Level | II | III | IV | V | VI | VII | VIII | IX | X |
---|---|---|---|---|---|---|---|---|---|
XP | 200 | 475 | 825 | 1250 | 1750 | 2325 | 2975 | 3700 | 4500 |
Trait gain chance | 10% | 14.3% | 21.7% | 35.7% |
Leader classes
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Leaders are divided into 5 classes that determines their possible assignments, bonuses, experience sources and available traits.
Class | Bonus per level | Experience gain | Assignment | Notes |
---|---|---|---|---|
Ruler | +5% Edict Duration +3% Monthly Unity |
5 per month | Empire |
|
Governor | +2% Resources from Jobs -3 Crime |
5 per month when governing | Sectors |
|
Scientist | +2% Research Speed +1% Research Assist Output +10% Survey Speed |
3.5 per month when leading research 3 per month when assisting research 10 per survey 50 per researched anomaly 100 per completed special project |
Research departments Science ships |
|
Admiral | +3% Fire Rate | 3 per month when suppressing piracy 10 per space battle 0.25 per destroyed ship (on either side) |
Military Fleets |
|
General | +5% Army Damage | 1 per day when fighting | Planets Transport fleets |
|
Leader Traits
Non-Ruler Leaders are generated with one pre-existing trait suitable for their class. Every time a Leader gains a level, they have a chance to receive an additional trait, provided they do not already have 3 traits.
Class | Trait | Effect | Species | Requirements | Description | |
---|---|---|---|---|---|---|
Any | Adaptable | +25% Leader Experience Gain | Biological | This leader is quick to adapt new methods and ideas if they prove superior. | ||
Any | Resilient | +25 years Leader Lifespan | Biological | This leader is resilient and in excellent physical condition, dramatically increasing life expectancy. | ||
Any | Eager | -50% Leader Cost -50% Leader Upkeep |
Biological | This leader is particularly eager for an assignment. | ||
Any | Flexible Programming | +25% Leader Experience Gain | Robotic | This leader has unusually flexible programming, and is capable of quickly adapting new methods and procedures if they prove superior. | ||
Any | Newboot | -50% Leader Cost -50% Leader Upkeep |
Robotic | This leader was only recently upgraded to a sufficiently autonomous state to allow for command positions. | ||
Any | Increased Lifespan | +40 years Leader Lifespan | Biological | Shroud event | The powerful psionic energies of the Shroud have slowed the natural aging process of this leader. | |
Any | Arrested Development | -1000% Leader Experience Gain | Any | The personal development and skills of this leader seem to have plateaued at their present level. | ||
Any | Stubborn | -25% Leader Experience Gain | Biological | This leader is stubborn and slow to accept new methods and ideas, even if they have proven superior. | ||
Any | Rigid Programming | -25% Leader Experience Gain | Robotic | This leader has particularly rigid programming that only rarely permits behavioral modifications, even when such changes would improve efficiency. | ||
Any | Substance Abuser | -20 years Leader Lifespan | Biological | This leader has fallen to substance abuse to cope with the stress, which has had a detrimental effect on physical health. | ||
Architectural Sense | -10% Building Cost -10% District Cost +10% Planet Building Speed |
Biological | This leader is an architect at heart, investing in more efficient construction practices. | |||
Champion of the People | +5% Happiness | Biological | This leader seems really to be concerned about the welfare of his people. | |||
Charismatic | -10% Edict Cost +20% Edict Duration |
Biological | This leader is exceptionally charismatic, enforcing their will with ease. | |||
Deep Connections | +1 Monthly Influence | Biological | Planetary Unification technology | This leader is firmly entrenched in the labyrinthine web that makes up the polictical machine. | ||
Expansionist | -15% Outpost Build Cost -15% Starbase Influence Cost |
Biological | This leader aims to expand their borders, reducing the Outpost build cost and Colony Influence cost. | |||
Explorer | -25% Science Ship Build Cost +33% Anomaly Research Speed |
Biological | This leader is known for their insatiable curiosity, valuing space exploration above all else. | |||
Eye for Talent | +1 Leader Skill Levels +20% Leader Experience Gain |
Biological | Galactic Administration technology | This leader is considered to be unusually perceptive, spotting talent where others see only eccentricity or incompetence. | ||
Fertility Preacher | +10% Food from Jobs +5% Pop Growth Speed |
Biological | This leader feels strongly about securing and protecting agrarian food sources. | |||
Fleet Organizer | +15% Naval Capacity | Biological | Doctrine: Reactive Formations technology | This leader is an expert at organization possessing the necessary micromanagement skills to command very large starship formations. | ||
Fortifier | -10% Starbase Upgrade Cost -33% Defense Platform Build Cost |
Biological | Deep Space Outposts technology | This ruler understands the value in using military station to secure territory. | ||
From the Ranks | +20% Army Morale +33% Army Experience Gain |
Biological | Combat Training technology | This leader rose through the ranks of military command. | ||
Frontier Spirit | -35% Colony Ship Build Cost +25% Colony Development Speed |
Biological | New Worlds Protocol technology | This leader is eager to reign over distant stars. | ||
Home in the Sky | -20% Starbase Module Build Cost -10% Starbase Upgrade Cost |
Biological | This leader reaches for the stars. | |||
Industrialist | +10% Minerals from Jobs | Biological | This leader has a firm grip on the means of production. | |||
Investor | +10% Trade Value | Biological | This leader is a shrewd economist, capable of maximizing financial potential. | |||
Logistic Understanding | -5% Ship Upkeep -10% Army Upkeep |
Biological | Doctrine: Fleet Support technology | This leader is well aware of the importance of properly-structured supply chains. | ||
Military Pioneer | -10% Ship Upgrade Cost -10% Shipyard Build Cost |
Biological | Doctrine: Refit Standards technology | This leader is enthusiastic about advancements in military technology and ship construction. | ||
Recruiter | +50% Army Build Speed -20% Army Cost |
Biological | Centralized Command technology | This leader is particularly charismatic, and fresh recruits are practically lining up to serve their nation. | ||
Reformer | +10% Monthly Unity | Biological | This leader is a reformer, dedicated towards building the society of tomorrow. | |||
Space Miner | +10% Minerals from Mining Stations -25% Mining Station Build Cost |
Biological | This leader recognizes just how vital the exploitation of offworld resources is for a star nation. | |||
Warlike | +5% Ship Damage +10% Army Damage |
Biological | This leader does not shy away from conflict reducing the Cede Planet and Cede Frontier Outpost War Demand Costs. | |||
World Shaper | +25% Terraforming Speed -15% Clear Blocker Cost |
Biological | Terrestrial Sculpting technology | This leader seeks to remake worlds in their image. | ||
Corvette Focus | -20% Corvette Build Cost | Biological | Destroyers technology | This leader is intent on promoting the construction of Corvettes. | ||
Destroyer Focus | -20% Destroyer Build Cost | Biological | Destroyers technology | This leader is intent on promoting the construction of Destroyers. | ||
Cruiser Focus | -20% Cruiser Build Cost | Biological | Cruisers technology | This leader is intent on promoting the construction of Cruisers. | ||
Battleship Focus | -20% Battleship Build Cost | Biological | Battleships technology | This leader is intent on promoting the construction of Battleships. | ||
Hive Mind | Immortal | Biological | Hive Mind | This leader is the immortal nexus of the vast cognitive apparatus that constitutes a Hive Mind. | ||
Machine Intelligence | Immortal | Robotic | Machine Intelligence | This leader is the core intelligence that oversees and directs all actions in a Machine Empire. | ||
Agrarian Upbringing | +10% Food from Jobs | Biological | This leader was raised around hydroponic farms, and has several ideas on how agrarian yields may be improved. | |||
Architectural Interest | -10% Building Cost +10% Planet Build Speed |
Biological | This leader is an architect at heart, investing in more efficient construction practices. | |||
Army Veteran | +20% Army Build Speed -20% Army Cost +20% Defense Army Damage |
Biological | Centralized Command technology | This leader is a veteran of the armed forces, with intimate experience of its structural inefficiencies. | ||
Environmental Engineer | -25% Clear Blocker Cost -25% Clear Blocker Time |
Biological | This leader has a background in landscaping, eventually turning their attention towards larger projects. | |||
Iron Fist | +10% Slave Output | Biological | Allowed Slavery policy | This leader is infamous for their ruthless pursuit of efficiency, and is capable of getting the most out of slave labor. | ||
Intellectual | +10% Research from Jobs | Biological | This leader is naturally inclined towards the sciences, and seeks to foster a curiosity about the natural world in their subjects. | |||
Retired Fleet Officer | +20% Shipyard Build Speed -10% Shipyard Build Cost |
Biological | Interstellar Fleet Traditions technology | This leader is a former fleet officer, and is personally invested in promoting a strong inter-planetary presence. | ||
Righteous | -25 Crime | Biological | This leader is incorruptable and harbors strong convictions regarding what is right and wrong. | |||
Ai-Aided Design | +20% Shipyard Build Speed -10% Shipyard Build Cost |
Robotic | Interstellar Fleet Traditions technology | This leader constantly runs theoretical models on a secondary memory core for the purpose of improving starship construction efficiency. | ||
Analytical | +10% Research Output | Robotic | This leader devotes an unusually large percentage of its processing power towards analyzing the natural sciences and promoting their study to others. | |||
Bulldozer | -25% Clear Blocker Cost -25% Clear Blocker Time |
Robotic | This leader has mastered the art of quickly and efficiently transforming alien terrain into a parking lot. | |||
Warbot Tinkerer | +20% Army Build Speed -20% Army Cost +20% Defense Army Damage |
Robotic | Centralized Command technology | This leader has an unusual interest in warbot design, and is constantly improving and tinkering with our existing models. | ||
Corrupt | +25 Crime | Biological | This corrupt leader is willing to sell out anyone and anything if it increases their personal wealth. | |||
Waste Management Specialist | -10% Building Upkeep | Biological | Racket Industrial Enterprise leaders | This leader has an almost uncanny ability to reduce and repurpose industrial waste. How do they do it? It's best not to ask. | ||
Enclave Trader | +10% Trade Value | Biological | Hired from a Trader Enclave | Recruited from one of the independent merchant Enclaves, this leader is particularly adept at maximizing Trade value. | ||
Nanite Entity | -40% Building Cost +40% Planet Build Speed +15% Energy from Jobs +15% Minerals from Jobs -40% Clear Blocker Cost -40% Clear Blocker Time Immortal |
Gray | L-Cluster outcome | Gray is in reality a dense swarm of billions upon billions of advanced nanites. | ||
Oracle | +10 Stability -45% Crime +20% Unity from Jobs -10% Research from Jobs Immortal |
Oracle | Archaeology Site outcome | The Oracle sees all. | ||
Archaeologist | +50% Precursor Anomaly Research Speed | Any | This leader excels at the study of alien artifacts and structural remnants in the field. | |||
Carefree | +35% Anomaly Research Speed | Any | This leader is perhaps less meticulous than others. | |||
Maniacal | +5% Research Speed Improved draw chance for dangerous technologies |
Any | This leader pursues their research with unusual fervor. | |||
Meticulous | +10% Anomaly Discovery Chance | Any | This leader is thorough in their examinations of unknown phenomena. | |||
Spark of Genius | +10% Research Speed Improved draw chance for rare technologies |
Any | This leader is prone to sudden bursts of inspiration. | |||
Cataloguer | +25% Survey Speed | Robotic | This leader can conceive no greater calling that to catalog the entirety of the universe. | |||
Roamer | +25% Survey Speed | Biological | This leader was born to roam the stars. | |||
Expertise: Computing | +15% Research speed (Computing) | Any | Each Scientist can only have one expertise trait | This leader is, following years of study, considered an expert within the field of Computing. | ||
Expertise: Field Manipulation | +15% Research speed (Field Manipulation) | Any | Each Scientist can only have one expertise trait | This leader is, following years of study, considered an expert within the field of Field Manipulation. | ||
Expertise: Particles | +15% Research speed (Particles) | Any | Each Scientist can only have one expertise trait | This leader is, following years of study, considered an expert within the field of Particles. | ||
Expertise: Industry | +15% Research speed (Industry) | Any | Each Scientist can only have one expertise trait | This leader is, following years of study, considered an expert within the field of Industry. | ||
Expertise: Materials | +15% Research speed (Materials) | Any | Each Scientist can only have one expertise trait | This leader is, following years of study, considered an expert within the field of Materials. | ||
Expertise: Rocketry | +15% Research speed (Rocketry) | Any | Each Scientist can only have one expertise trait | This leader is, following years of study, considered an expert within the field of Rocketry. | ||
Expertise: Voidcraft | +15% Research speed (Voidcraft) | Any | Each Scientist can only have one expertise trait | This leader is, following years of study, considered an expert within the field of Voidcraft. | ||
Expertise: Biology | +15% Research speed (Biology) | Any | Each Scientist can only have one expertise trait | This leader is, following years of study, considered an expert within the field of Biology. | ||
Expertise: Military Theory | +15% Research speed (Military Theory) | Any | Each Scientist can only have one expertise trait | A sound understanding in the craft of war gives this leader innovating insight into the process of military reform. | ||
Expertise: New Worlds | +15% Research speed (New Worlds) | Any | Each Scientist can only have one expertise trait | This leader is, following years of study, considered an expert on settling on New Worlds. | ||
Expertise: Statecraft | +15% Research speed (Statecraft) | Any | Each Scientist can only have one expertise trait | This leader is, following years of study, considered an expert within the field of Statecraft. | ||
Expertise: Psionics | +15% Research speed (Psionics) | Biological | Each Scientist can only have one expertise trait | This leader is, following years of study, considered an expert within the field of Psionics. | ||
Custom AI Assistant | +5% Research Speed +10% Survey Speed +15% Anomaly Research Speed |
Biological | Self-Evolving Logic technology | This leader has created a simple neural network to help with data processing tasks. | ||
Sapient AI Assistant | +10% Research Speed +20% Survey Speed +30% Anomaly Research Speed |
Biological | Positronic AI technology | This leader has created a complex neural network capable of independent decision-making and even introspection. | ||
Paranoid | -5% Research Speed -10% Anomaly Research Speed |
Biological | This leader is unwilling to collaborate with others. | |||
Towel-bearer | +40% Survey Speed | Biological | Stay Calm anomaly event | A towel has immense psychological value. | ||
Curator | +15% Research Speed +25% Survey Speed Improved draw chance for rare technologies |
Biological | Hired from a Curator Enclave | This leader hails from the Curator enclave. His understanding of technology and exploration is unmatched. | ||
Aggressive | +5% Fire Rate +10% Sublight Speed |
Any | Can be gained from victories | This leader is an agressive admiral, always looking to pour as much fire on the enemy as possible within the least amount of time. | ||
Cautious | +20% Weapons Range | Any | Can be gained from defeats | This leader is a cautious admiral, avoiding unnecessary risks and taking care to always maintain in which fleet units can mutually support each other against the enemy. | ||
Engineer | +0.5% Daily Hull Regeneration +0.5% Daily Armor Regeneration |
Any | Can be gained from repairs | This leader is a natural engineer, having the knowledge and skills to organize and oversee starship repairs without the benefit of a spacedock. | ||
Gale Speed | +5% Evasion +20% Sublight Speed |
Any | Can be gained from space battles | This leader believes that speed and rapid maneuvers are the keys to success in any space engagement. | ||
Scout | +1 Sensor Range +1 Hyperlane Detection Range +10% Sublight Speed |
Any | Can be gained from leading a fleet | This leader is an expert in reconnaissance, having the technical skill to always get the most out of long-range starship sensors. | ||
Trickster | -15% Emergency FTL Jump Cooldown +25% Combat Disengagement Chance |
Any | Can be gained from victories | This leader fights deviously, relying on misdirection and surprise to get the better of the enemy. | ||
Unyielding | +10% Ship Hull Points +5% Weapon Damage -33% Combat Disengagement Chance |
Any | Can be gained from space battles | This leader refuses to even consider the possibility of retreat when battle has been joined, preferring instead to fight to the death if necessary. | ||
Lethargic | -5% Evasion -10% Sublight Speed |
Any | Can be gained from defeats | This leader is slow and indolent, performing duties with little energy or initiative. | ||
Nervous | -10% Fire Rate | Any | Can be gained from defeats | This leader is nervous and apprehensive and can be easily overwhelmed in the minutia involved in handling large formations of starships. | ||
Dragonslayer | +10% Sublight Speed +10% Fire Rate |
Any | Defeating the Ether Drake | This Admiral has proven themselves in fierce combat. | ||
Foredoomed to a Rendezvous | +25% Sublight Speed | Biological | A Rendezvous Horizon Signal Event | Experienced a troubling future. | ||
Mercenary Warrior | +10% Evasion +10% Fire Rate |
Marauder | Rescued or hired for 2000 Energy | This Leader hails from a space-based warrior culture, and has been taught unorthodox hit-and-run tactics from an early age. | ||
Hell's Heart | +10% Fire Rate +10% Sublight Speed +10% Weapon Damage -10% Leader Experience Gain -5% Evasion -33% Combat Disengagement Chance |
Reth Unddol | Defeating the Tiyanki Matriarch | When it comes to warfare, this leader is mercilessly obsessive, and singular in purpose. | ||
Cybrex Databases | +10% Evasion +10% Fire Rate +20% Damage to the Contingency |
Cybrex | This Cybrex leader is equipped with ancient tactical databases from their civilization's violent past. | |||
Dimensional Stutter | +20% Sublight Speed | Extradimensional | For unknown reasons, the vessels under the command of this extradimensional fleet lord seem to rapidly stutter in and out of existence as they move, which has the effect of increasing their sublight speeds. | |||
Ethereal | +20% Evasion | Extradimensional | Some extradimensional fleet lords have learned to use the ethereal nature of their vessels to greatly enhance their evasive capabilities in combat. | |||
Hive Affinity | +20% Fire Rate | Prethoryn | The Prethoryn creatures operating under this fleet consciousness have managed to attain an unusual level of affinity to one another. Their firing discipline has greatly improved, leading to a higher rate of fire. | |||
Sentinel Training | +20% Damage to Prethoryn Creatures | Sentinel | Sentinel fleet commanders possess detailed knowledge of Prethoryn anatomy and tactics. | |||
Void Hunter | +20% Sublight Speed | Prethoryn | The hunting instincts of this fleet consciousness has driven the Prethoryn creatures under its dominion into a frenzy. Their eagerness for battle drives them ever forward. | |||
The Great Khan | +20% Fire Rate +20% Sublight Speed +10% Weapon Damage +10% Weapon Range +20% Ship Hull Points +30% Evasion +0.5% daily hull regeneration +0.5% daily armor regeneration |
Great Khan | The Great Khan is a charismatic leader, a brilliant tactician, and, if the rumors are true, a powerful psychic. | |||
Butcher | +10% Army Damage +33% Collateral Damage |
Any | This leader is particularly skilled at inflicting casualties on the enemy, offering no quarter and expecting none in return. | |||
Army Logistician | -20% Army Upkeep | Biological | This leader can seemingly conjure up supplies from nowhere, decreasing the maintenance costs of ground forces. | |||
Charismatic | +25% Army Morale | Biological | This inspiring leader has an undeniable charisma, being worshiped as a hero by the troops. | |||
Glory Seeker | +10% Army Morale +5% Army Damage |
Biological | This leader is always in the thick of it, bucking the spirits of the troops by leading from the front despite the risks involved. | |||
Restrained | +20% Army Disengagement Chance -33% Collateral Damage |
Biological | This leader is unusually concerned with the lives of others, taking care to avoid unnecessary deaths among their own soldiers as well as any civilians caught in the fighting. | |||
Demoralizer | +30% Army Morale Damage | Robotic | This leader is fascinated by the fragile minds of organics, and how they can most efficiently be broken through the creative use of terror tactics on the battlefield. | |||
Parts Cannibalizer | -20% Army Upkeep | Robotic | This leader is very adept at cannibalizing parts from fallen or malfunctioning warbots to keep others running longer | |||
Armchair Commander | -10% Army Morale -10% Army Damage |
Biological | This leader commands from the rear, preferably as far away from the frontlines as possible to avoid exposure to 'unnecessary dangers'. | |||
Erratic Morality Core | -10% Army Damage | Robotic | This leader frequently suffers intense bouts of shame and regret over enemy casualties due to an erratic morality core. | |||
Mercenary Warrior | +10% Army Damage | Marauder | Hired for 2000 Energy | This Leader hails from a space-based warrior culture, and has been taught unorthodox hit-and-run tactics from an early age. |
Class dependant traits
Available only with the Utopia DLC or the Distant Stars DLC enabled. |
Certain species traits grant leaders a unique trait that offers different benefits depending on the leader type.
Death by accident
Please help with verifying or updating this section. It was last verified for version 2.2. |
While Mechanical and Machine leaders are immortal they can still die by accident, regardless of their age. Every 10 years there is the following chance of a leader suffering an accident and dying:
- 88%: nothing happens
- 2%: Survey Ship scientist dies
- 2%: Engineering Research Leader dies
- 2%: Society Research Leader dies
- 2%: Physics Research Leader dies
- 2%: Admiral commanding a fleet dies
- 2%: Governor governing a sector dies
There are two possible accidents for each leader class, both irreparably damaging it.
Note that this is rolled per empire, not per leader. For a role with exactly one leader, this represents a mean active lifespan of 500 years.
Available only with the Synthetic Dawn DLC enabled. |
The Self-Preservation Protocols Tradition reduces the weight of accidents by half, reducing the chance for an accident to occur for each role to 1.06% (6.38% total), for a mean active lifespan of 940 years. The Tradition is only available to Machine Intelligence empires.
References
Game concepts
Governance | Empire • Ethics • Government • Civics • Policies • Edicts • Leader • Factions • Population • Species rights • Economy • Technology • Traditions • Crime |
Exploration | Exploration • Map • Species • Anomaly • Events • FTL • Fallen empire • Pre-FTL species • Precursors • Spaceborne aliens |
Colonization | Colonization • Celestial body • Planetary features • Planetary management • Districts • Buildings • Ship • Starbase • Megastructures |
Diplomacy | Diplomacy • Trade • Subject empire • Federations • Galactic community • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Ship designer |
Others | Traits • Terraforming • Pop modification • Slavery • Crisis • Preset empires • AI players • Easter eggs |