Pre-FTL species

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Humanoid civilization in Early Space Age

There are two types of species that did not achieve FTL in the game: pre-FTL civilizations and pre-sapient species. They can be made plentiful or outright disabled via the galaxy generation options.

Pre-FTL 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 and can become full-fledged interstellar empires if they are technologically enlightened by another spacefaring empire or left alone enough to develop on their own. Pre-FTL civilizations have a 3% chance to spawn in each habitable system, modified by the Pre-FTL Civilizations and Pre-Sapient Species game setting.

Pre-sapient species are species with intelligence beyond animals but which did not achieve sapience yet. It will take millions of years for them to become sapient, but spacefaring empires can accelerate this process, turning the pre-sapients into productive galactic citizens within the span of just a few decades. Pre-sapient have a 5% chance to spawn on each habitable planet, modified by the Pre-FTL Civilizations and Pre-Sapient Species game setting.

Pre-FTL civilizations[edit | edit source]

Pre-FTL civilizations exist in various ages of development they slowly go through, visible after an observation post has been constructed. They usually have the Origin default pre ftl.png Developing Nation origin, but also have a 5% chance to have a regular origin as long as the required DLC is installed

Pre-FTL civilizations can always be invaded and conquered as long as their system has been claimed and the Pre-FTL Interference policy is set to Aggressive Interference. Pre-FTL civilizations have no means to resist a technologically superior invader, although Post-Atomic civilizations can be harder to conquer early game. Conquered worlds will get the Stellar Culture Shock modifier for 10 years, which locks out the former primitive pops from using colony ships, being resettled, joining Factions or being released as a Vassal. It also brings −20% Stability.png Stability, −33% Mod pop resource output.png Resources from Jobs, and −50% Empire sprawl.png Empire Sprawl from Pops.

A Ship part nanobot diffuser.png 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.

Age Buildings Pops Armies Government Diplomacy awareness.png Awareness chance Description
Increase Decrease
Colony type stone age.png Stone Age 1 Crude Huts 4 No army Tribal Society 1% 90% 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.
Colony type bronze age.png Bronze Age
  • 1 Stone Palaces
  • 1 Primitive Dwellings
8 3 primitive armies Tribal Society 1% 90% 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.
Colony type iron age.png Iron Age
  • 1 Stone Palaces
  • 1 Primitive Dwellings
9 3 primitive armies Feudal Realms 1% 90% 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.
Colony type late medieval age.png Late Medieval Age
  • 1 Stone Palaces
  • 2 Primitive Dwellings
10 3 primitive armies Feudal Realms 5% 75% 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.
Colony type renaissance age.png Renaissance Age
  • 1 Stone Palaces
  • 2 Primitive Dwellings
12 3 primitive armies Feudal Realms 5% 75% 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.
Colony type steam age.png Steam Age
  • 1 Stone Palaces
  • 1 Urban Dwellings
  • 1 Primitive Factory
  • 1 Primitive Mine
16 3 primitive armies Feudal Realms 15% 50% 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.
Colony type industrial age.png Industrial Age
  • 1 Regional Capitals
  • 1 Urban Dwellings
  • 1 Primitive Factory
  • 1 Primitive Mine
  • 1 Primitive Power Plant
  • 1 Primitive Farms if not Trait lithoid.png Lithoid
22 6 industrial armies Fragmented Nation States 15% 50% 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.
Colony type machine age.png Machine Age
  • 1 Regional Capitals
  • 1 Urban Dwellings
  • 1 Primitive Factory
  • 1 Primitive Mine
  • 1 Primitive Power Plant
  • 1 Primitive Farms if not Trait lithoid.png Lithoid
24 6 industrial armies Fragmented Nation States 75% 25% 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.
Colony type atomic age.png Atomic Age
  • 1 Regional Capitals
  • 1 Urban Dwellings
  • 1 Primitive Factory
  • 1 Primitive Mine
  • 1 Primitive Power Plant
  • 1 Primitive Farms if not Trait lithoid.png Lithoid
26 6 post-atomic armies Fragmented Nation States 75% 25% 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.
Colony type early space age.png Early Space Age
  • 1 Regional Capitals
  • 1 Urban Dwellings
  • 1 Primitive Factory
  • 1 Primitive Mine
  • 1 Primitive Power Plant
  • 1 Primitive Farms if not Trait lithoid.png Lithoid
28 6 post-atomic armies Fragmented Nation States 75% 25% 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.

Awareness[edit | edit source]

Awareness is a measure of how aware a pre-FTL civilization is that alien life exists and goes from 0 to 100. It determines how many years Stellar Culture Shock lasts if an empire reveals its presence and, if First Contact First Contact DLC is installed, whether an Observation Post constructed above the pre-FTL civilization will produce Observation Insights.

Diplomacy awareness.png Awareness Culture shock duration Observation insights progress Description
Completely Unaware 50 Yes.png This civilization is not aware of interstellar life.
Low Awareness 30 Yes.png Lacking evidence of interstellar life, this civilization still believes it may be alone in the universe.
Partially Aware 15 Yes.png This civilization is partially aware of the existence of life in the galaxy. Something is out there, but what?
High Awareness 5 Yes.png This civilization is aware that the galaxy is full of life; but who are these creatures, and what do they want?
Fully Aware 0 No.png Fully aware of interstellar life, this civilization understands it belongs to a galactic community.

Awareness has a chance to decrease each year by 1 as long as it is above 10. It also has a chance to increase whenever unnatural things happen in the same star system. The chance for Awareness to increase or decrease depends on the civilization's age.

  • +1 each time an uncloaked ship enters the system or decloaks (6 months cooldown)
  • +1 each time a starbase or station is constructed
  • +2 each time an uncloaked science ship surveys the planet
  • +2 each time an uncloaked fleet uses emergency retreat
  • +5 each time an asteroid or ship is destroyed or disengaged
  • +5 each time a planet is colonized
  • +5 each time a megastructure is built or upgraded
  • +20 each time a planet is terraformed
  • +20 each time a planet is destroyed
  • +20 each time a neighbor system is destroyed
  • +2 each year as long as an uncloaked Observation Post is present
  • +2 each year as long as a planet is colonized

Awareness can also be manually increased or decreased via espionage.

Age advancement[edit | edit source]

Humanoid civilization advancing through the ages

Pre-FTL civilizations will advance through ages as their history is written. Having an Observation Post built will notify its empire of every age advancement and let it check progress towards the next age by hovering over the age in the diplomacy screen. Depending on the current age and Diplomacy awareness.png Awareness, it takes the following amount of years to progress to the next age:

Unaware Low Partial High Aware
Stone Age - Late Medieval Age 160 120 80 70 60
Renaissance Age - Machine Age 80 70 60 50 40
Atomic Age - FTL Discovery 40 36 32 29 26

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.

Nuclear war[edit | edit source]

Every 50 years there is a chance for any pre-FTL civilization that reached at least Colony type atomic age.png Atomic Age to start a nuclear war. The chances are the following:

  • 49.6% chance nothing happens. This outcome is twice more common if the pre-FTL civilization is Pacifist.png Pacifist or Fanatic Pacifist.png Fanatic Pacifist.
  • 49.6% chance planet becomes a Planet nuked.png Tomb World with the D metal boneyard.png Metal Boneyards planetary feature and the pre-FTL civilization reverts to Colony type stone age.png Stone Age. Only 2 Pop.png Pops will survive.
  • 0.4% chance the planet becomes a Planet toxic.png Toxic World with a deposit of 3 Society research Society and the pre-FTL civilization is destroyed. This outcome is twice more likely if the pre-FTL civilization is Militarist.png Militarist or Fanatic Militarist.png Fanatic Militarist. If the Toxoids.png Toxoids DLC is installed the planet will gain the Pm planet from space.pngPm frame 1.png Toxic Terraforming Candidate modifier.
  • 0.4% chance the planet becomes a Planet nuked.png Tomb World with the D metal boneyard.png Metal Boneyards planetary feature and the pre-FTL civilization is destroyed. This outcome is twice more likely if the pre-FTL civilization is Militarist.png Militarist or Fanatic Militarist.png Fanatic Militarist.

The pre-FTL civilizations in the Sanctuary and Federation's End systems cannot start a nuclear war.

Asteroids[edit | edit source]

Very rarely an asteroid might be on a collision course with a planet inhabited by a pre-FTL civilization. Destroying the asteroid will grant 150-2000 Minerals.png Minerals and add 5 Diplomacy awareness.png Awareness to the pre-FTL civilization. If the Resolution pre ftl stances.png Non-interference Act resolution has been passed the empire will be in breach of galactic law for 10 years. If the asteroid isn't destroyed before it hits the planet one of the following will happen:

  • 74% chance the pre-FTL civilization reverts to Colony type stone age.png Stone Age and only 2 Pop.png Pops survive.
  • 24% chance the Observation Post is destroyed and the pre-FTL civilization gains 5 Diplomacy awareness.png Awareness. If the Resolution pre ftl stances.png Non-interference Act resolution has been passed the empire will be in breach of galactic law for 10 years.
  • 2% chance the pre-FTL civilization gains 10 Diplomacy awareness.png Awareness and progresses through the ages faster. This can only happen if the pre-FTL civilization reached Colony type atomic age.png Atomic Age or Colony type early space age.png Early Space Age.

Observation posts[edit | edit source]

Observation Posts are stations that can be constructed above the homeworld of a pre-FTL civilization. Having an Observation Post enables diplomacy and espionage of the pre-FTL civilization and will notify the empire of any age advancements.

If the civilization is not aware of aliens the Observation Post will be able to conduct Passive or Aggressive observation and produce resources that scale with the Spy network.png Infiltration level on the pre-FTL civilization. Both types of observation can trigger various events. If First Contact First Contact DLC is installed and at least one Observation Post is built over the homeworld of a pre-FTL civilization that isn't aware of aliens the empire will gain the Observation Insights situation.

Any Observation Post will slowly increase the Diplomacy awareness.png Awareness of the pre-FTL civilization. Observation Posts can cloak if the required technology has been researched, canceling this effect.

Observation Yes.png Base effects Resolution galactic studies.png Unchained Knowledge Resolution 3 bonus Resolution galactic commerce.png Galactic Commerce Resolution 3 bonus Resolution pre ftl stances.png Exploitation Act Resolution bonus Menu icon policies.png Required Pre-FTL Interference policy
Fleet task passive study action.png Passive Observation
  • Society research +4-12 Society Research
  • Feature +0.5 Observation Insights Progress
Society research +2-6 Society Research Consumer goods.png +1-3 Consumer Goods
  • Engineering research +2-6 Engineering Research
  • Physics Research +2-6 Physics Research
  • Non-Interference
  • Subtle Interference
  • Active Interference
Fleet task active study action.png Aggressive Observation
  • Society research +5-15 Society Research
  • Feature +1 Observation Insights Progress
Society research +3-9 Society Research Consumer goods.png +4-12 Consumer Goods
  • Engineering research +2-10 Engineering Research
  • Physics Research +2-10 Physics Research
  • Active Interference
  • Aggressive Interference

Diplomacy[edit | edit source]

Aside from improving and harming relations, regular diplomacy actions and agreements are not available with pre-FTL civilizations. However there is a small number of agreements available only towards pre-FTL civilizations:

  • Diplomacy reveal presence.png Reveal Our Presence is the only option if the pre-FTL civilization hasn't been made aware of alien life. It will make the civilization aware and enable diplomacy but will also cause Stellar Culture Shock for a number of years.
  • Diplomacy societal enlightenment.png Offer Societal Guidance costs 0.1 Influence.png Influence and 5 Unity.png Unity each month and will slowly shift the pre-FTL civilization's ethics to match the empire's.
  • Diplomacy open technological enlightenment.png Provide Technology costs 0.1 Influence.png Influence and 5 Research.png Research each month and causes the pre-FTL civilization to advance through the ages 3 times faster, or 4.5 times faster if the Resolution pre ftl stances.png Equal Standing Act resolution has been passed. This option is only available if the Pre-FTL Enlightenment policy is set to Allowed. If the agreement is active when the pre-FTL civilization discovers FTL it will become a subject of the empire owning the Observation Post and gain a temporary +100 Diplomacy opinion.png Opinion with it.
  • Diplomacy pre ftl trade.png Form Commercial Agreement costs 0.1 Influence.png Influence and 5 Minerals.png Minerals each month and produces 0.5-4.5 Trade value.png Trade Value depending on the pre-FTL civilization's age. If the Resolution pre ftl stances.png Equal Standing Act resolution has been passed and the planet contains planetary features that produce advanced resources those will be obtained as well. The agreement also enables empires with Auth corporate.png Corporate authority to open branch offices on the pre-FTL civilization's planet if the the civilization reached Colony type atomic age.png Atomic Age or Colony type early space age.png Early Space Age. This option is only available if the First Contact First Contact DLC is installed.

Pre-sapient species[edit | edit source]

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, and if set to Protected enables the construction of Alien Zoo buildings on worlds that contain pre-sapient pops. Unlike sapient species, pre-sapients can be purged without diplomatic repercussions.

Terraforming a planet will cause the death of any pre-sapient pops on the planet.

Sapient pops can be turned pre-sapient with the Ship part devolution beam.png Devolving Beam colossus weapon.

Uplifting[edit | edit source]

For pre-sapient species the option to create templates is replaced with the option to Uplift them. The planet must be colonized and within the player 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 50 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).

Unlike pre-FTL civilizations, pre-sapients will never advance to sapients on their own in-game.

References[edit | edit source]


Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthics
Governance EmpireGovernmentCivicsPoliciesEdictsLeaderFactionsTechnologyTraditionsSituations
Economy EconomyPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs