Difference between revisions of "Pre-FTL species"

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(Technological Enlightenment Strategy: noted that uplifting pre-sapients gives you a large amount of influence)
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{{version|2.2}}
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{{version|2.5}}
[[File:Early Space Age Humanoids.png|320px|right|thumb|Humanoid Civilization in Early Space Age]]
+
[[File:Early Space Age Humanoids.png|320px|right|thumb|Humanoid civilization in Early Space Age]]
 
There are two types of '''pre-FTL species''' in the game: primitive civilizations and pre-sapient species.
 
There are two types of '''pre-FTL species''' in the game: primitive civilizations and pre-sapient species.
  
Primitive civilizations are civilizations that have yet to develop the technology necessary for space travel. They advance through multiple ages as their history is written. Primitive civilizations can be made plentiful or outright disabled via the [[Settings|galaxy generation options]].
+
'''Primitive civilizations''' are civilizations that have yet to develop the technology necessary for interstellar space travel. They advance through multiple ages as their history is written. Primitive civilizations can become full-fledged interstellar empires if they are technologically enlightened by another spacefaring empire and can either be incorporated into said empire or given independence. If left alone, however, primitive civilizations will develop on their own and may eventually become spacefaring themselves, at which point they become a regular empire. Primitive civilizations can be made plentiful or outright disabled via the [[Settings|galaxy generation options]].
  
Pre-sapient species are animal species that show particular promise. They would likely evolve some manner of intelligence on their own if they were left alone for a few million years, but space faring empires can instead accelerate this process, turning the pre-sapients into productive galactic citizens within the span of just a few decades.<ref name="dev_diary_14">[[forum:898648|Dev Diary #14 - Uplifting and Subspecies]]</ref>
+
'''Pre-sapient species''' are animal species that show particular promise. They would likely evolve some degree and manner of intelligence on their own if they were left alone for a few million years, but spacefaring empires can accelerate this process, turning the pre-sapients into productive galactic citizens within the span of just a few decades.<ref name="dev_diary_14">[[forum:898648|Dev Diary #14 - Uplifting and Subspecies]]</ref>
  
 
== Primitive civilizations ==
 
== Primitive civilizations ==
{{SVersion|2.2}}
+
{{SVersion|2.5}}
 
Primitive civilizations exist in various ages of development they slowly go through.
 
Primitive civilizations exist in various ages of development they slowly go through.
  
Line 20: Line 20:
 
! style="width:45%" | Description
 
! style="width:45%" | Description
 
|-
 
|-
| '''Stone Age'''
+
| '''Stone Age'''<br>[[File:Preindustrial 01 city.png|120px]]
 
| 0.1%
 
| 0.1%
| 1000 Months
+
| 1000 Months (83.3 Years)
 
| 1 Crude Huts
 
| 1 Crude Huts
 
| 4 Hunter-Gatherers
 
| 4 Hunter-Gatherers
Line 28: Line 28:
 
| ''This civilization is currently in the equivalent of a Stone Age. They have mastered fire and developed a rudimentary spoken language, but we have yet to see any evidence of metallurgy or written communication.''
 
| ''This civilization is currently in the equivalent of a Stone Age. They have mastered fire and developed a rudimentary spoken language, but we have yet to see any evidence of metallurgy or written communication.''
 
|-
 
|-
| '''Bronze Age'''
+
| '''Bronze Age'''<br>[[File:Preindustrial 01 city.png|120px]]
 
| 0.2%
 
| 0.2%
| 500 Months
+
| 500 Months (41.6 Years)
 
| 1 Stone Palaces<br>1 Primitive Dwellings
 
| 1 Stone Palaces<br>1 Primitive Dwellings
 
| 1 Feudal Noble<br>1 Cleric<br>1 Scholar<br>1 Warrior<br>4 Peasants
 
| 1 Feudal Noble<br>1 Cleric<br>1 Scholar<br>1 Warrior<br>4 Peasants
Line 36: Line 36:
 
| ''This civilization is currently in the equivalent of a Bronze Age. Primitive metalworking and the first written languages have appeared, while cities and larger communities are taking shape.''
 
| ''This civilization is currently in the equivalent of a Bronze Age. Primitive metalworking and the first written languages have appeared, while cities and larger communities are taking shape.''
 
|-
 
|-
| '''Iron Age'''
+
| '''Iron Age'''<br>[[File:Preindustrial 01 city.png|120px]]
 
| 0.3%
 
| 0.3%
| 334 Months
+
| 334 Months (27.8 Years)
 
| 1 Stone Palaces<br>1 Primitive Dwellings
 
| 1 Stone Palaces<br>1 Primitive Dwellings
 
| 1 Feudal Noble<br>1 Cleric<br>1 Scholar<br>1 Warrior<br>5 Peasants
 
| 1 Feudal Noble<br>1 Cleric<br>1 Scholar<br>1 Warrior<br>5 Peasants
Line 44: Line 44:
 
| ''This civilization is currently in the equivalent of an Iron Age. They have spread across most of their homeworld, while iron smelting and forging techniques have enabled them to forge crude but effective tools and weaponry.''
 
| ''This civilization is currently in the equivalent of an Iron Age. They have spread across most of their homeworld, while iron smelting and forging techniques have enabled them to forge crude but effective tools and weaponry.''
 
|-
 
|-
| '''Late Medieval Age'''
+
| '''Late Medieval Age'''<br>[[File:Preindustrial 01 city.png|120px]]
 
| 0.4%
 
| 0.4%
| 250 Months
+
| 250 Months (20.8 Years)
 
| 1 Stone Palaces<br>2 Primitive Dwellings
 
| 1 Stone Palaces<br>2 Primitive Dwellings
 
| 1 Feudal Noble<br>1 Cleric<br>1 Scholar<br>1 Warrior<br>5 Peasants
 
| 1 Feudal Noble<br>1 Cleric<br>1 Scholar<br>1 Warrior<br>5 Peasants
Line 52: Line 52:
 
| ''This civilization is currently experiencing the equivalent of a Late Medieval Age. They have a firm grasp of metallurgy, and the invention of the printing press has started to benefit the spread of knowledge.''
 
| ''This civilization is currently experiencing the equivalent of a Late Medieval Age. They have a firm grasp of metallurgy, and the invention of the printing press has started to benefit the spread of knowledge.''
 
|-
 
|-
| '''Renaissance Age'''
+
| '''Renaissance Age'''<br>[[File:Preindustrial 01 city.png|120px]]
 
| 0.5%
 
| 0.5%
| 200 Months
+
| 200 Months (16.6 Years)
 
| 1 Stone Palaces<br>2 Primitive Dwellings
 
| 1 Stone Palaces<br>2 Primitive Dwellings
 
| 1 Feudal Noble<br>1 Cleric<br>1 Scholar<br>1 Warrior<br>8 Peasants
 
| 1 Feudal Noble<br>1 Cleric<br>1 Scholar<br>1 Warrior<br>8 Peasants
Line 60: Line 60:
 
| ''This civilization is currently experiencing the equivalent of a Renaissance Age. Scientific knowledge is increasing at a rapid rate, and the invention of gunpowder has revolutionized warfare.''
 
| ''This civilization is currently experiencing the equivalent of a Renaissance Age. Scientific knowledge is increasing at a rapid rate, and the invention of gunpowder has revolutionized warfare.''
 
|-  
 
|-  
| '''Steam Age'''
+
| '''Steam Age'''<br>[[File:Preindustrial 01 city.png|120px]]
 
| 1%
 
| 1%
| 100 Months
+
| 100 Months (8.3 Years)
 
| 1 Stone Palaces<br>1 Urban Dwellings<br>1 Primitive Factory<br>1 Primitive Mine
 
| 1 Stone Palaces<br>1 Urban Dwellings<br>1 Primitive Factory<br>1 Primitive Mine
 
| 1 Feudal Noble<br>1 Cleric<br>1 Scholar<br>1 Warrior<br>8 Peasants<br>2 Miners<br>2 Labourers
 
| 1 Feudal Noble<br>1 Cleric<br>1 Scholar<br>1 Warrior<br>8 Peasants<br>2 Miners<br>2 Labourers
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| ''This civilization is currently in the equivalent of a Steam Age. The invention of the steam engine has had far-reaching effects on their society and they stand on the cusp of an industrial revolution.''
 
| ''This civilization is currently in the equivalent of a Steam Age. The invention of the steam engine has had far-reaching effects on their society and they stand on the cusp of an industrial revolution.''
 
|-  
 
|-  
| '''Industrial Age'''
+
| '''Industrial Age'''<br>[[File:Industrial 01 city.png|120px]]
 
| 1.5%
 
| 1.5%
| 67 Months
+
| 67 Months (5.58 Years)
 
| 1 Regional Capitals<br>1 Urban Dwellings<br>1 Primitive Factory<br>1 Primitive Mine<br>1 Primitive Farms<br>1 Primitive Power Plant
 
| 1 Regional Capitals<br>1 Urban Dwellings<br>1 Primitive Factory<br>1 Primitive Mine<br>1 Primitive Farms<br>1 Primitive Power Plant
 
| 2 Bureaucrats<br>2 Priests<br>2 Researchers<br>2 Soldiers<br>8 Farmers<br>2 Miners<br>2 Labourers<br>2 Technicians
 
| 2 Bureaucrats<br>2 Priests<br>2 Researchers<br>2 Soldiers<br>8 Farmers<br>2 Miners<br>2 Labourers<br>2 Technicians
Line 76: Line 76:
 
| ''This civilization has advanced into the equivalent of an early Industrial Age. Electricity and internal combustion engines are gradually coming into widespread use, while urbanization increases at a rapid pace.''
 
| ''This civilization has advanced into the equivalent of an early Industrial Age. Electricity and internal combustion engines are gradually coming into widespread use, while urbanization increases at a rapid pace.''
 
|-
 
|-
| '''Machine Age'''
+
| '''Machine Age'''<br>[[File:Industrial 01 city.png|120px]]
 
| 2%
 
| 2%
| 50 Months
+
| 50 Months (4.16 Years)
 
| 1 Regional Capitals<br>1 Urban Dwellings<br>1 Primitive Factory<br>1 Primitive Mine<br>1 Primitive Farms<br>1 Primitive Power Plant
 
| 1 Regional Capitals<br>1 Urban Dwellings<br>1 Primitive Factory<br>1 Primitive Mine<br>1 Primitive Farms<br>1 Primitive Power Plant
 
| 2 Bureaucrats<br>2 Priests<br>2 Researchers<br>2 Soldiers<br>10 Farmers<br>2 Miners<br>2 Labourers<br>2 Technicians
 
| 2 Bureaucrats<br>2 Priests<br>2 Researchers<br>2 Soldiers<br>10 Farmers<br>2 Miners<br>2 Labourers<br>2 Technicians
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| ''This civilization has advanced into the equivalent of a Machine Age, considered a later part of the Industrial Age. Their factories are mass-producing goods and vehicles, and air travel is becoming commonplace.''
 
| ''This civilization has advanced into the equivalent of a Machine Age, considered a later part of the Industrial Age. Their factories are mass-producing goods and vehicles, and air travel is becoming commonplace.''
 
|-
 
|-
| '''Atomic Age'''
+
| '''Atomic Age'''<br>[[File:Industrial 01 city.png|120px]]
 
| 2.5%
 
| 2.5%
| 40 Months
+
| 40 Months (3.3 Years)
 
| 1 Regional Capitals<br>1 Urban Dwellings<br>1 Primitive Factory<br>1 Primitive Mine<br>1 Primitive Farms<br>1 Primitive Power Plant
 
| 1 Regional Capitals<br>1 Urban Dwellings<br>1 Primitive Factory<br>1 Primitive Mine<br>1 Primitive Farms<br>1 Primitive Power Plant
 
| 2 Bureaucrats<br>2 Priests<br>2 Researchers<br>2 Soldiers<br>10 Farmers<br>2 Miners<br>2 Labourers<br>2 Technicians<br>2 Unemployed
 
| 2 Bureaucrats<br>2 Priests<br>2 Researchers<br>2 Soldiers<br>10 Farmers<br>2 Miners<br>2 Labourers<br>2 Technicians<br>2 Unemployed
Line 92: Line 92:
 
| ''This civilization has advanced into the equivalent of an Atomic Age. They have harnessed the power of the atom, but not yet made it into space. Nuclear weapons may be prolific, and could result in a sudden extinction event.''
 
| ''This civilization has advanced into the equivalent of an Atomic Age. They have harnessed the power of the atom, but not yet made it into space. Nuclear weapons may be prolific, and could result in a sudden extinction event.''
 
|-
 
|-
| '''Early Space Age'''
+
| '''Early Space Age'''<br>[[File:Industrial 01 city.png|120px]]
 
| 2.5%
 
| 2.5%
| 40 Months
+
| 40 Months (3.3 Years)
 
| 1 Regional Capitals<br>1 Urban Dwellings<br>1 Primitive Factory<br>1 Primitive Mine<br>1 Primitive Farms<br>1 Primitive Power Plant
 
| 1 Regional Capitals<br>1 Urban Dwellings<br>1 Primitive Factory<br>1 Primitive Mine<br>1 Primitive Farms<br>1 Primitive Power Plant
 
| 2 Bureaucrats<br>2 Priests<br>2 Researchers<br>2 Soldiers<br>10 Farmers<br>2 Miners<br>2 Labourers<br>2 Technicians<br>2 Unemployed
 
| 2 Bureaucrats<br>2 Priests<br>2 Researchers<br>2 Soldiers<br>10 Farmers<br>2 Miners<br>2 Labourers<br>2 Technicians<br>2 Unemployed
 
| 6 post-atomic armies
 
| 6 post-atomic armies
 
| ''This civilization has entered an Early Space Age. Primitive satellites are orbiting their homeworld, and the first manned space missions have been concluded in low orbit. They will soon be ready to leave their world.''
 
| ''This civilization has entered an Early Space Age. Primitive satellites are orbiting their homeworld, and the first manned space missions have been concluded in low orbit. They will soon be ready to leave their world.''
|-
+
----
 +
Early Space Age primitive civilizations have a space station in orbit above their homeworld. However said station cannot detect ships.
 
|}
 
|}
  
 
==== Native Advancement ====
 
==== Native Advancement ====
Native empires can advance ages by themselves. The mean time to happen is 160 years for advancements up to the Steam Age, and 100 years for later advancements. There is a cooldown of 60 years after advancing ages before further advances are possible. Having an observation post built will notify you of every age advancement.
+
[[File:Primitive Ages.png|250px|right|thumb|Humanoid civilization advancing through the ages]]
 +
Primitive civilizations can advance through ages by themselves as their history is written. The mean time for this to happen is 160 years for all advancements up to the Steam Age, and 100 years for all advancements after that. There is a minimum cooldown of 60 years after advancing ages before further advances are possible. Having an observation post built will notify you of every age advancement.
  
 
==== FTL Discovery ====
 
==== FTL Discovery ====
 
Early Space Age civilizations that don't have an observation post built in orbit will eventually develop basic hyperdrives, turning them into a normal empire. If a Starbase was built around the star the new empire will ask the owner for control of it. Should the request be accepted they will be granted control of the Starbase and all colonized planets in the system and gain a temporary {{green|+100}} {{iconify|Opinion}} towards the former owner. If the request is refused the civilization will be annexed. Annexing the civilization will cost {{red|200}} {{iconify|Influence}} if {{iconify|Xenophile}} or {{iconify|Fanatic Xenophile}} while granting it control of the system will cost {{red|200}} {{iconify|Influence}} if {{iconify|Xenophobe}} or {{iconify|Fanatic Xenophobe}}. {{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} Genocidal empires only have the option to annex the civilization.
 
Early Space Age civilizations that don't have an observation post built in orbit will eventually develop basic hyperdrives, turning them into a normal empire. If a Starbase was built around the star the new empire will ask the owner for control of it. Should the request be accepted they will be granted control of the Starbase and all colonized planets in the system and gain a temporary {{green|+100}} {{iconify|Opinion}} towards the former owner. If the request is refused the civilization will be annexed. Annexing the civilization will cost {{red|200}} {{iconify|Influence}} if {{iconify|Xenophile}} or {{iconify|Fanatic Xenophile}} while granting it control of the system will cost {{red|200}} {{iconify|Influence}} if {{iconify|Xenophobe}} or {{iconify|Fanatic Xenophobe}}. {{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} Genocidal empires only have the option to annex the civilization.
  
There is no catch-up mechanism for these empires; unless they advance very early in the game, they will likely be quickly conquered or turned into a {{iconify|Protectorate}}, especially as advancing to a FTL-capable empire cannot happen in the first 25 years of a game.
+
There is no catch-up mechanism for these empires. Unless they advance very early in the game, they will likely be quickly conquered or turned into a {{iconify|Protectorate}}, especially as a Primitive civilization cannot develop FTL in the first 25 years of a game.
  
 
==== Nuclear War ====
 
==== Nuclear War ====
[[File:Evt nuclear explosion.png|300px|right|thumb|''Now I am become Death, the destroyer of worlds.''<br>-Robert Oppenheimer quoting the Hindu scripture.]]
+
Atomic Age and Early Space Age primitives have a small chance of starting a nuclear war. This can happen randomly but can also occur as a result of failed Covert Infiltration although those wars can be prevented via an intervention through a special event. Should a nuclear war happen the primitive civilization will be destroyed and the planet will turn into either a [[File:Planet nuked.png|24px]] Tomb World or a [[File:Planet toxic.png|24px]] Toxic World. Empires with an observation post is in orbit will be notified of the event.
Atomic Age and Early Space Age primitives have a small chance of starting a nuclear war. It can also happen as a result of failed covert infiltrations although those wars can be prevented through a special event. There are three possible outcomes after the war:
 
* 75% chance the race will go extinct and world will be turned into a tomb world
 
* 25% chance the race will go extinct and world will be turned into a toxic world
 
* (failed covert infiltration only) the existing civilization regresses to an earlier age
 
If an observation post is in orbit, you will be notified of the event. Nuclear wars are twice less likely if the civilization is being indoctrinated and will not happen if the civilization is being enlightened.
 
  
'''Note''': A primitive civilization's ethics have no effect on their history. A spiritualist civilization advances as fast as a materialist one and a pacifist civilization is just as likely to start a nuclear war as a militarist one.
+
Nuclear wars are 10 times less likely to happen during Early Space Age. The primitive civilizations in the Sanctuary system cannot start a nuclear war.
 +
 
 +
'''Note''': A primitive civilization's ethics have no effect on their history and progress. A spiritualist civilization advances just as fast as a materialist one and a pacifist civilization is just as likely to start a nuclear war as a militarist one.
  
 
=== Conquest ===
 
=== Conquest ===
Primitive civilizations can always be invaded and conquered as long as their system has been claimed and the Native Interference policy is set to ''Unrestricted''. Primitive civilizations have no means to resist a technologically advanced invader, although Industrial and especially Post-Atomic civilizations can be harder to conquer early game. The prize of an invasion is the planet itself, and the primitives that can also be a source of cheap labor once [[Slavery|enslaved]] or integrated.
+
Primitive civilizations can always be invaded and conquered as long as their system has been claimed and the Native Interference policy is set to ''Unrestricted''. Primitive civilizations have no means to resist a technologically superior invader, although Industrial and especially Post-Atomic civilizations can be harder to conquer early game. The prize one can obtain from an invasion is the planet itself, any and all resources and buildings on it along with the primitives that can be used as a source of cheap labor once [[Slavery|enslaved]] or integrated as citizens.
 +
 
 +
Conquered worlds will get the Stellar Culture Shock modifier for 10 years, which locks out the former primitive pops from using colony ships, joining Factions or being released as a [[Subject_empire#Subject_types|Vassal]]. It also brings {{red|-20%}} {{iconify|Stability}} and {{red|-33%}} {{icon|pop resource output}} Resources from Jobs. This modifier can be avoided if the primitive pops are resettled.
  
Conquered worlds will get the Stellar Culture Shock modifier for 10 years, which locks out using the pops from colony ships, joining Factions or being released as a Vassal. It also brings {{red|-20%}} {{iconify|Stability}} and {{red|-33%}} {{icon|pop resource output}} Resources from Jobs. This modifier can be avoided if the primitive pops are resettled.
+
{{expansion|apc}}
 +
A Neutron Sweep or Nanobot Diffuser can be used on a primitive world instead of conquest but will generate a temporary {{red|-40}} {{iconify|Opinion}} from every other empire.
  
 
=== Observation missions ===
 
=== Observation missions ===
Empires might prefer the construction of hidden Observation Posts in high orbit over primitive worlds. This allows for the safe study as well as influencing the primitive civilization. Observation posts typically have a number of exclusive missions that can be undertaken. Each mission can trigger various events.
+
Empires might prefer the construction of hidden Observation Posts in high orbit over primitive worlds. This allows for the safe study and, if one so desires, influencing the primitive civilization. Observation posts typically have a number of exclusive missions that can be undertaken. Each mission can trigger various events.
{| class="wikitable"
+
{| class="wikitable plainlist"
 
! Mission
 
! Mission
 
! Effects
 
! Effects
 +
! Nuclear war chance
 
! Requirements
 
! Requirements
! style="width:25%" | Description
 
 
|-
 
|-
 
| [[File:Fleet task passive study action.png]] '''Passive Observation'''
 
| [[File:Fleet task passive study action.png]] '''Passive Observation'''
 
| {{icon|society}} {{green|+8}} Society Research
 
| {{icon|society}} {{green|+8}} Society Research
 
|  
 
|  
| ''The natives are studied unknowingly from a safe distance and every effort is made to avoid cultural contamination.''
+
|  
 
|-
 
|-
 
| [[File:Fleet task active study action.png]] '''Aggressive Observation'''
 
| [[File:Fleet task active study action.png]] '''Aggressive Observation'''
| {{icon|society}} {{green|+10}} Society Research<br>Can cause Xenophobia in the civilization
+
|  
 +
* {{icon|society}} {{green|+10}} Society Research
 +
* Can shift civilization Ethics towards {{iconify|Spiritualist}} or {{iconify|Xenophobe}}
 +
| {{red|+25%}}
 
| Active Study or Unrestricted Native Interference Policy
 
| Active Study or Unrestricted Native Interference Policy
| ''The natives are aggressively studied and live specimens are frequently collected to learn as much as possible about their biology and culture.''
 
 
|-
 
|-
 
| [[File:Fleet task technological enlightenment action.png]] '''Technological Enlightenment'''
 
| [[File:Fleet task technological enlightenment action.png]] '''Technological Enlightenment'''
| {{icon|society}} {{red|-5}} Society Research<br>{{icon|energy}} {{red|-10}} Energy<br>When the mission is complete, the civilization will become a {{icon|protectorate}} Protectorate of the benefactors. <br> Civilization is given full ownership of their home system.
+
|  
| Allowed Native Enlightenment Policy<br>Civilization is not {{iconify|Fanatic Xenophobe}}
+
* {{icon|society}} {{red|-5}} Society Research
| ''An effort is made to rapidly elevate the native civilization to the space age. The time this takes is dependent on their current level of technology. When complete, this mission will give them '''full ownership of their home system''' and turn them into a spacefaring civilization that is our Protectorate.''
+
* {{icon|energy}} {{red|-10}} Energy
 +
* When the mission is complete, the civilization will become a {{iconify|Protectorate}} that can be integrated right away
 +
* The civilization will be given full ownership of their home system and everything in it
 +
* The observation post will be dismantled after the completion of the enlightenment
 +
* The following events can take place after more than {{yellow|20%}} progress has been made and any of the requirements is met by the primitive civilization:
 +
{| class="wikitable mw-collapsible mw-collapsed"
 +
! Requirement !! Effect
 +
|-
 +
| {{iconify|Fanatic Xenophile}}
 +
| {{green|+70%}} mission progress
 +
|-
 +
|
 +
* {{iconify|Xenophile}}
 +
* {{iconify|Quick Learners}}
 +
* {{iconify|Natural Engineers}}
 +
* {{iconify|Natural Physicists}}
 +
* {{iconify|Natural Sociologists}}
 +
* {{iconify|Intelligent}}
 +
| {{green|+20%}} mission progress
 +
|-
 +
| {{iconify|Fanatic Xenophobe}}
 +
| {{red|-70%}} mission progress
 +
|-
 +
|
 +
* {{iconify|Xenophobe}}
 +
* {{iconify|Slow Learners}}
 +
* {{iconify|Repugnant}}
 +
* {{icon|ethics divergence}} Opposing ethics
 +
| {{red|-20%}} mission progress
 +
|-
 +
| None
 +
| Civilization shifts ethics towards {{iconify|Xenophile}}
 +
|-
 +
| None
 +
| Civilization shifts ethics towards the benefactor's
 +
|}
 +
| {{green|-100%}}
 +
|
 +
* Allowed Native Enlightenment Policy
 +
* Civilization is not {{iconify|Fanatic Xenophobe}}
 
|-
 
|-
 
| [[File:Fleet task covert infiltration action.png]] '''Covert Infiltration'''
 
| [[File:Fleet task covert infiltration action.png]] '''Covert Infiltration'''
| {{icon|society}} {{red|-5}} Society Research<br>{{icon|energy}} {{red|-10}} Energy<br>When the mission is complete, the civilization will be annexed and receive a temporary happiness boost
+
|  
| {{iconify|Gene Tailoring|24px}} technology<br>Active Study or Unrestricted Native Interference Policy<br>Civilization reached at least Industrial Age<br>Not {{icon|fanatic purifiers}}{{icon|devouring swarm}}{{icon|determined exterminator}} Genocidal
+
* {{icon|society}} {{red|-5}} Society Research
| ''Agents are genetically modified to appear as members of the native population and sent to infiltrate their society. They will gradually replace world leaders and prepare the planet for annexation by us. This complex operation is only worthwhile on industrial civilizations. When complete, this mission will annex the planet and give the natives a large but temporary happiness boost.''
+
* {{icon|energy}} {{red|-10}} Energy
 +
* When the mission is complete the civilization will be annexed and receive a temporary happiness boost
 +
|  
 +
|
 +
* {{iconify|Gene Tailoring|24px}} technology
 +
* Active Study or Unrestricted Native Interference Policy
 +
* Civilization reached at least Industrial Age
 +
* Not {{icon|fanatic purifiers}}{{icon|devouring swarm}}{{icon|determined exterminator}} Genocidal
 
|-
 
|-
 
| [[File:Fleet task indoctrination.png]] '''Indoctrination'''
 
| [[File:Fleet task indoctrination.png]] '''Indoctrination'''
| {{icon|society}} {{green|+10}} Society Research<br>{{icon|energy}} {{red|-3}} Energy<br>Slowly shifts the civilization's ethics towards yours
+
|  
| {{iconify|Utopia}}<br>Active Study or Unrestricted Native Interference Policy<br>Not {{iconify|Gestalt Consciousness}}
+
* {{icon|society}} {{green|+10}} Society Research
| ''Through subtle influencing of their society and culture, the natives can be brought around to our way of thinking.''
+
* {{icon|energy}} {{red|-3}} Energy
 +
* Slowly shifts the civilization's ethics towards your empire ethics
 +
| {{red|+50%}}
 +
|  
 +
* {{iconify|Utopia}}
 +
* Active Study or Unrestricted Native Interference Policy
 +
* Not {{iconify|Gestalt Consciousness}}
 
|}
 
|}
  
== Pre-sapient species and Uplifting ==
+
== Pre-sapient species ==
{{SVersion|2.2}}
+
{{SVersion|2.5}}
 
As opposed to primitives, planets of pre-sapient species can be colonized. The pre-sapient pops do not require either Housing or Amenities. The Pre-Sapients policy determines their status. Unlike sapient species, pre-sapients can be purged without diplomatic repercussions from any empire.
 
As opposed to primitives, planets of pre-sapient species can be colonized. The pre-sapient pops do not require either Housing or Amenities. The Pre-Sapients policy determines their status. Unlike sapient species, pre-sapients can be purged without diplomatic repercussions from any empire.
  
Line 172: Line 228:
 
=== Pre-sapients Coexistence Events ===
 
=== Pre-sapients Coexistence Events ===
 
These events can only take place on colonies that contain pre-sapients that are not being uplifted. They cannot happen in the first 10 years of a game.
 
These events can only take place on colonies that contain pre-sapients that are not being uplifted. They cannot happen in the first 10 years of a game.
* The pre-sapients damage some currency transfers antennas, bringing a -100 or -300 {{iconify|energy credits}} loss.
+
* The pre-sapients damage some currency transfers antennas, causing an {{iconify|energy credits}} loss of anywhere from -100 to -300.
 
* Your presence agitates the pre-sapients. Driving them off will grant a small {{iconify|unity}} reward. Xenophobe empires will gain {{iconify|influence}} instead while Xenophile can investigate and earn a small amount of {{iconify|society}} and {{iconify|engineering}} research.
 
* Your presence agitates the pre-sapients. Driving them off will grant a small {{iconify|unity}} reward. Xenophobe empires will gain {{iconify|influence}} instead while Xenophile can investigate and earn a small amount of {{iconify|society}} and {{iconify|engineering}} research.
 
* Xeno-researchers demand to be allowed to experiment on pre-sapients. Accepting will give you a moderate amount of {{iconify|society}} research and -15% {{iconify|happiness}} for two years while refusing will add -20% {{iconify|society}} output for two years. {{iconify|Xenophobe}} and {{iconify|Fanatic Xenophobe}} empires will gain {{iconify|influence}} instead of the happiness reduction for accepting.
 
* Xeno-researchers demand to be allowed to experiment on pre-sapients. Accepting will give you a moderate amount of {{iconify|society}} research and -15% {{iconify|happiness}} for two years while refusing will add -20% {{iconify|society}} output for two years. {{iconify|Xenophobe}} and {{iconify|Fanatic Xenophobe}} empires will gain {{iconify|influence}} instead of the happiness reduction for accepting.
  
 
== Technological Enlightenment Strategy ==
 
== Technological Enlightenment Strategy ==
{{SVersion|2.2}}
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[[File:Technological Enlightenment.png|200px|right|thumb|Humanoid empire enlightening a Late Medieval Age civilization]]
Technologically enlightening primitives results in establishing a {{iconify|Protectorate}} which can be very beneficial due to a monthly {{green|+0.25}} {{iconify|influence}} bonus as well as their high {{iconify|opinion}} making them loyal. However, enlightenment will also mean transferring the starbase to the new empire, along with every station built in the system.  
+
{{SVersion|2.5}}
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Technologically enlightening primitives results in establishing a {{iconify|Protectorate}} which can be very beneficial due to a monthly {{green|+0.25}} {{iconify|influence}} bonus as well as their high {{iconify|opinion}} making them loyal. However, enlightenment will also mean transferring the starbase to the new empire, along with every station built in the system, as well as any planets undergoing colonization and those previously colonized.  
 
Protectorates can be integrated without having to wait for them to catch up technologically.
 
Protectorates can be integrated without having to wait for them to catch up technologically.
  
=== Technological Enlightenment Events ===
+
Uplifting Pre-FTL societies can also be useful from a purely pragmatic standpoint as there are a number of {{icon|Irradiated}} special traits that can only be found on Pre-Sapient species that come with very good bonuses that could be a very useful asset to an interstellar empire. Uplifting the Pre-sapients allows you to get your hands on those valuable traits by turning them into usable pops of your empire which retain the traits and can then be put to good use. These {{icon|Irradiated}} special traits can only be found on Pre-FTL pops and cannot be obtained through any other means, not even through advanced gene-modding. Uplifting the species will also give them the {{iconify|Uplifted}} Trait which makes them happier when living within your empire, which is nice extra bonus. When the uplift is complete you receive a large amount of influence
The following events can take place after more than 20% progress has been made:
 
* {{iconify|Xenophobe}} species might add -20% to the mission progress due to their distrust
 
* {{iconify|Fanatic Xenophobe}} species might add -70% to the mission progress due to their distrust
 
* {{iconify|Xenophile}} species might add a +20% bonus to the mission progress thanks to their eagerness
 
* {{iconify|Fanatic Xenophile}} species might add a +70% bonus to the mission progress thanks to their eagerness
 
* Species with the {{iconify|quick learners}}, {{iconify|natural engineers}}, {{iconify|natural physicists}}, {{iconify|natural sociologists}}, {{iconify|intelligent}} traits might add a +20% bonus to the mission progress
 
* Species with the {{iconify|slow learners}} or {{iconify|repugnant}} traits might add a -20% reduction to the mission progress
 
* Opposing ethics might add a -20% reduction to the mission progress due to opposing views
 
* Working together with your empire might drive the pre-FTL species to abandon xenophobia or embrace xenophilia
 
* Finally, the pre-FTL species might take on one of your ethics during the enlightenment
 
  
 
== References ==
 
== References ==

Revision as of 13:59, 5 December 2019

Version

Outliner top.png
This article is considered accurate for the current version (2.5) of the game.
Humanoid civilization in Early Space Age

There are two types of pre-FTL species in the game: primitive civilizations and pre-sapient species.

Primitive civilizations are civilizations that have yet to develop the technology necessary for interstellar space travel. They advance through multiple ages as their history is written. Primitive civilizations can become full-fledged interstellar empires if they are technologically enlightened by another spacefaring empire and can either be incorporated into said empire or given independence. If left alone, however, primitive civilizations will develop on their own and may eventually become spacefaring themselves, at which point they become a regular empire. Primitive civilizations can be made plentiful or outright disabled via the galaxy generation options.

Pre-sapient species are animal species that show particular promise. They would likely evolve some degree and manner of intelligence on their own if they were left alone for a few million years, but spacefaring empires can accelerate this process, turning the pre-sapients into productive galactic citizens within the span of just a few decades.[1]

Primitive civilizations

Primitive civilizations exist in various ages of development they slowly go through.

Age Monthly progress Enlightenment time Buildings Jobs Armies Description
Stone Age
Preindustrial 01 city.png
0.1% 1000 Months (83.3 Years) 1 Crude Huts 4 Hunter-Gatherers No army This civilization is currently in the equivalent of a Stone Age. They have mastered fire and developed a rudimentary spoken language, but we have yet to see any evidence of metallurgy or written communication.
Bronze Age
Preindustrial 01 city.png
0.2% 500 Months (41.6 Years) 1 Stone Palaces
1 Primitive Dwellings
1 Feudal Noble
1 Cleric
1 Scholar
1 Warrior
4 Peasants
3 primitive armies This civilization is currently in the equivalent of a Bronze Age. Primitive metalworking and the first written languages have appeared, while cities and larger communities are taking shape.
Iron Age
Preindustrial 01 city.png
0.3% 334 Months (27.8 Years) 1 Stone Palaces
1 Primitive Dwellings
1 Feudal Noble
1 Cleric
1 Scholar
1 Warrior
5 Peasants
3 primitive armies This civilization is currently in the equivalent of an Iron Age. They have spread across most of their homeworld, while iron smelting and forging techniques have enabled them to forge crude but effective tools and weaponry.
Late Medieval Age
Preindustrial 01 city.png
0.4% 250 Months (20.8 Years) 1 Stone Palaces
2 Primitive Dwellings
1 Feudal Noble
1 Cleric
1 Scholar
1 Warrior
5 Peasants
3 primitive armies This civilization is currently experiencing the equivalent of a Late Medieval Age. They have a firm grasp of metallurgy, and the invention of the printing press has started to benefit the spread of knowledge.
Renaissance Age
Preindustrial 01 city.png
0.5% 200 Months (16.6 Years) 1 Stone Palaces
2 Primitive Dwellings
1 Feudal Noble
1 Cleric
1 Scholar
1 Warrior
8 Peasants
3 primitive armies This civilization is currently experiencing the equivalent of a Renaissance Age. Scientific knowledge is increasing at a rapid rate, and the invention of gunpowder has revolutionized warfare.
Steam Age
Preindustrial 01 city.png
1% 100 Months (8.3 Years) 1 Stone Palaces
1 Urban Dwellings
1 Primitive Factory
1 Primitive Mine
1 Feudal Noble
1 Cleric
1 Scholar
1 Warrior
8 Peasants
2 Miners
2 Labourers
3 primitive armies This civilization is currently in the equivalent of a Steam Age. The invention of the steam engine has had far-reaching effects on their society and they stand on the cusp of an industrial revolution.
Industrial Age
Industrial 01 city.png
1.5% 67 Months (5.58 Years) 1 Regional Capitals
1 Urban Dwellings
1 Primitive Factory
1 Primitive Mine
1 Primitive Farms
1 Primitive Power Plant
2 Bureaucrats
2 Priests
2 Researchers
2 Soldiers
8 Farmers
2 Miners
2 Labourers
2 Technicians
6 industrial armies This civilization has advanced into the equivalent of an early Industrial Age. Electricity and internal combustion engines are gradually coming into widespread use, while urbanization increases at a rapid pace.
Machine Age
Industrial 01 city.png
2% 50 Months (4.16 Years) 1 Regional Capitals
1 Urban Dwellings
1 Primitive Factory
1 Primitive Mine
1 Primitive Farms
1 Primitive Power Plant
2 Bureaucrats
2 Priests
2 Researchers
2 Soldiers
10 Farmers
2 Miners
2 Labourers
2 Technicians
6 industrial armies This civilization has advanced into the equivalent of a Machine Age, considered a later part of the Industrial Age. Their factories are mass-producing goods and vehicles, and air travel is becoming commonplace.
Atomic Age
Industrial 01 city.png
2.5% 40 Months (3.3 Years) 1 Regional Capitals
1 Urban Dwellings
1 Primitive Factory
1 Primitive Mine
1 Primitive Farms
1 Primitive Power Plant
2 Bureaucrats
2 Priests
2 Researchers
2 Soldiers
10 Farmers
2 Miners
2 Labourers
2 Technicians
2 Unemployed
6 post-atomic armies This civilization has advanced into the equivalent of an Atomic Age. They have harnessed the power of the atom, but not yet made it into space. Nuclear weapons may be prolific, and could result in a sudden extinction event.
Early Space Age
Industrial 01 city.png
2.5% 40 Months (3.3 Years) 1 Regional Capitals
1 Urban Dwellings
1 Primitive Factory
1 Primitive Mine
1 Primitive Farms
1 Primitive Power Plant
2 Bureaucrats
2 Priests
2 Researchers
2 Soldiers
10 Farmers
2 Miners
2 Labourers
2 Technicians
2 Unemployed
6 post-atomic armies This civilization has entered an Early Space Age. Primitive satellites are orbiting their homeworld, and the first manned space missions have been concluded in low orbit. They will soon be ready to leave their world.

Early Space Age primitive civilizations have a space station in orbit above their homeworld. However said station cannot detect ships.

Native Advancement

Humanoid civilization advancing through the ages

Primitive civilizations can advance through ages by themselves as their history is written. The mean time for this to happen is 160 years for all advancements up to the Steam Age, and 100 years for all advancements after that. There is a minimum cooldown of 60 years after advancing ages before further advances are possible. Having an observation post built will notify you of every age advancement.

FTL Discovery

Early Space Age civilizations that don't have an observation post built in orbit will eventually develop basic hyperdrives, turning them into a normal empire. If a Starbase was built around the star the new empire will ask the owner for control of it. Should the request be accepted they will be granted control of the Starbase and all colonized planets in the system and gain a temporary +100 Diplomacy opinion.png Opinion towards the former owner. If the request is refused the civilization will be annexed. Annexing the civilization will cost 200 Influence.png Influence if Xenophile.png Xenophile or Fanatic Xenophile.png Fanatic Xenophile while granting it control of the system will cost 200 Influence.png Influence if Xenophobe.png Xenophobe or Fanatic Xenophobe.png Fanatic Xenophobe. Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal empires only have the option to annex the civilization.

There is no catch-up mechanism for these empires. Unless they advance very early in the game, they will likely be quickly conquered or turned into a Diplomacy isprotectorate.png Protectorate, especially as a Primitive civilization cannot develop FTL in the first 25 years of a game.

Nuclear War

Atomic Age and Early Space Age primitives have a small chance of starting a nuclear war. This can happen randomly but can also occur as a result of failed Covert Infiltration although those wars can be prevented via an intervention through a special event. Should a nuclear war happen the primitive civilization will be destroyed and the planet will turn into either a Planet nuked.png Tomb World or a Planet toxic.png Toxic World. Empires with an observation post is in orbit will be notified of the event.

Nuclear wars are 10 times less likely to happen during Early Space Age. The primitive civilizations in the Sanctuary system cannot start a nuclear war.

Note: A primitive civilization's ethics have no effect on their history and progress. A spiritualist civilization advances just as fast as a materialist one and a pacifist civilization is just as likely to start a nuclear war as a militarist one.

Conquest

Primitive civilizations can always be invaded and conquered as long as their system has been claimed and the Native Interference policy is set to Unrestricted. Primitive civilizations have no means to resist a technologically superior invader, although Industrial and especially Post-Atomic civilizations can be harder to conquer early game. The prize one can obtain from an invasion is the planet itself, any and all resources and buildings on it along with the primitives that can be used as a source of cheap labor once enslaved or integrated as citizens.

Conquered worlds will get the Stellar Culture Shock modifier for 10 years, which locks out the former primitive pops from using colony ships, joining Factions or being released as a Vassal. It also brings -20% Stability.png Stability and -33% Mod pop resource output.png Resources from Jobs. This modifier can be avoided if the primitive pops are resettled.

A Neutron Sweep or Nanobot Diffuser can be used on a primitive world instead of conquest but will generate a temporary -40 Diplomacy opinion.png Opinion from every other empire.

Observation missions

Empires might prefer the construction of hidden Observation Posts in high orbit over primitive worlds. This allows for the safe study and, if one so desires, influencing the primitive civilization. Observation posts typically have a number of exclusive missions that can be undertaken. Each mission can trigger various events.

Mission Effects Nuclear war chance Requirements
Fleet task passive study action.png Passive Observation Society Research +8 Society Research
Fleet task active study action.png Aggressive Observation
  • Society Research +10 Society Research
  • Can shift civilization Ethics towards Spiritualist.png Spiritualist or Xenophobe.png Xenophobe
+25% Active Study or Unrestricted Native Interference Policy
Fleet task technological enlightenment action.png Technological Enlightenment
  • Society Research -5 Society Research
  • Energy Credits.png -10 Energy
  • When the mission is complete, the civilization will become a Diplomacy isprotectorate.png Protectorate that can be integrated right away
  • The civilization will be given full ownership of their home system and everything in it
  • The observation post will be dismantled after the completion of the enlightenment
  • The following events can take place after more than 20% progress has been made and any of the requirements is met by the primitive civilization:
Requirement Effect
Fanatic Xenophile.png Fanatic Xenophile +70% mission progress
  • Xenophile.png Xenophile
  • Quick Learners.png Quick Learners
  • Natural Engineers.png Natural Engineers
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Intelligent.png Intelligent
+20% mission progress
Fanatic Xenophobe.png Fanatic Xenophobe -70% mission progress
  • Xenophobe.png Xenophobe
  • Slow Learners.png Slow Learners
  • Repugnant.png Repugnant
  • Mod pop ethic shift.png Opposing ethics
-20% mission progress
None Civilization shifts ethics towards Xenophile.png Xenophile
None Civilization shifts ethics towards the benefactor's
-100%
  • Allowed Native Enlightenment Policy
  • Civilization is not Fanatic Xenophobe.png Fanatic Xenophobe
Fleet task covert infiltration action.png Covert Infiltration
  • Society Research -5 Society Research
  • Energy Credits.png -10 Energy
  • When the mission is complete the civilization will be annexed and receive a temporary happiness boost
  • Tech gene tailoring.png Gene Tailoring technology
  • Active Study or Unrestricted Native Interference Policy
  • Civilization reached at least Industrial Age
  • Not Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Fleet task indoctrination.png Indoctrination
  • Society Research +10 Society Research
  • Energy Credits.png -3 Energy
  • Slowly shifts the civilization's ethics towards your empire ethics
+50%
  • Utopia.png Utopia
  • Active Study or Unrestricted Native Interference Policy
  • Not Gestalt consciousness.png Gestalt Consciousness

Pre-sapient species

As opposed to primitives, planets of pre-sapient species can be colonized. The pre-sapient pops do not require either Housing or Amenities. The Pre-Sapients policy determines their status. Unlike sapient species, pre-sapients can be purged without diplomatic repercussions from any empire.

While extremely rare, it is possible for both a pre-sapient species and a pre-FTL species to spawn on the same planet.

Uplifting

For pre-sapient species the option to create templates is replaced with the option to Uplift them. The planet does not need to be colonized in order to uplift the native pre-sapient species, but the star system where the planet is located must be within the empire's borders. Uplifting a species requires the Tech epigenetic triggers.png Epigenetic Triggers technology and costs 3000 Society Research society Research. Uplifted species become part of the empire that uplifted them and get a +10% Mod pop happiness.png happiness bonus when inhabiting that empire's planets due to getting the Trait uplifted.png Uplifted trait. Finishing an uplift also grants 500 Influence.png influence.

When an uplift is complete, the pre-sapient species receive the default species rights according to the host empire, even if it is displacement from their own home. Most uplift processes tend to be rocky (70% chance of -5% planet mineral output).

Pre-sapients Coexistence Events

These events can only take place on colonies that contain pre-sapients that are not being uplifted. They cannot happen in the first 10 years of a game.

  • The pre-sapients damage some currency transfers antennas, causing an Energy Credits.png energy credits loss of anywhere from -100 to -300.
  • Your presence agitates the pre-sapients. Driving them off will grant a small Unity.png unity reward. Xenophobe empires will gain Influence.png influence instead while Xenophile can investigate and earn a small amount of Society Research society and Engineering Research engineering research.
  • Xeno-researchers demand to be allowed to experiment on pre-sapients. Accepting will give you a moderate amount of Society Research society research and -15% Mod pop happiness.png happiness for two years while refusing will add -20% Society Research society output for two years. Xenophobe.png Xenophobe and Fanatic Xenophobe.png Fanatic Xenophobe empires will gain Influence.png influence instead of the happiness reduction for accepting.

Technological Enlightenment Strategy

Humanoid empire enlightening a Late Medieval Age civilization

Technologically enlightening primitives results in establishing a Diplomacy isprotectorate.png Protectorate which can be very beneficial due to a monthly +0.25 Influence.png influence bonus as well as their high Diplomacy opinion.png opinion making them loyal. However, enlightenment will also mean transferring the starbase to the new empire, along with every station built in the system, as well as any planets undergoing colonization and those previously colonized. Protectorates can be integrated without having to wait for them to catch up technologically.

Uplifting Pre-FTL societies can also be useful from a purely pragmatic standpoint as there are a number of Irradiated special traits that can only be found on Pre-Sapient species that come with very good bonuses that could be a very useful asset to an interstellar empire. Uplifting the Pre-sapients allows you to get your hands on those valuable traits by turning them into usable pops of your empire which retain the traits and can then be put to good use. These Irradiated special traits can only be found on Pre-FTL pops and cannot be obtained through any other means, not even through advanced gene-modding. Uplifting the species will also give them the Trait uplifted.png Uplifted Trait which makes them happier when living within your empire, which is nice extra bonus. When the uplift is complete you receive a large amount of influence

References

Game concepts