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Spaceborne aliens

Revision as of 14:13, 30 June 2019 by 50.96.93.252 (talk) (fixed typo)

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 2.3.

This article is for the PC version of Stellaris only.

Spaceborne aliens are spacefaring forms of life which will likely be the first aliens that new spacefarers will encounter. Every difficulty level above Ensign increases the power of Leviathans and Marauder Empires, with the exact raised stats varying for each. Other Spaceborne Aliens are not affected by the difficulty level.

Contents

Space creatures

 
Humanoid science ships encountering a Space Amoeba Mother

Space creatures are entities which may not even classify as ships or life in the common meaning of the words. They generally inhabit a certain area of space and are seldom seen away from it. Upon discovery a special project will be added to the situation log, which when completed will allow an empire to deal with them in three ways:

  • Researching unlocks a special project for detailed research that will grant a choice between an empire modifier and possibly a creature technology.
  • Hunting will grant a +33% damage bonus empire modifier towards that type of Space Creature, and resources rewards upon killing them. If the creatures cannot be pacified the option is available to all empires, otherwise it is only available to    Militarist,    Xenophobe or     Genocidal empires.
  • Pacify will unlock a special project that costs 5000   Physics research and allows an empire to turn the space creatures permanently non-hostile and unlock the ability to research all special components the creatures use. Only 2 of the 5 Space Creatures can be pacified. Pacified space creatures will not attack even in retaliation. This option is available to    Pacifist or    Xenophile Empires.

If killed, space creatures will keep respawning in their home system unless an empire's sensor range covers the system.

Space Creatures Research option bonuses Hunting Pacifying Home System Tactics
Ancient Mining Drones Cost: 1000   Engineering research

  +10% Mining Station Minerals
    Contains 2 normal mining stations and the Home Base Ore Grinder. Each station is guarded by two fleets, one purely destroyers and one made of drones. Destroying Home Base Ore Grinder grants the   Surveyor Relic.
  • Defensibly: Shields - their Cutting Lasers deal +25% damage against armor but -50% against shields. Against the Hub minimal point defense is advisable.
  • Offensibly: Energy weapons - their ships use only armor
  • Unique salvage:   Cutting Lasers, energy weapons which are about on par with T1 Plasma Weapons but deal more damage to hull and less to armor.
Crystalline Entities Cost: 1000   Physics research

  +5% Energy from Jobs
OR
  Crystal-Infused Plating tech
  
  
   
  Contains Crystal Nidus, a large crystalline structure guarded by 4 elite fleets. The system can be safely explored and claimed if the crystalline entities have been pacified. As their home system has a pulsar, shields will be useless when attacking it.
  • Defensibly: Armor or shields - their shard weapons deal +50% damage against hull but have no other bonus
  • Offensibly: Any weapon - Crystalline Entities have resilient and regenerating hulls but no shields or armor
  • Unique salvage:   Crystal-Infused Plating from ships,   Crystal-Forged Plating from Crystal Nidus, both are the only hull increasing components in the game.
Space Amoeba Cost: 1000   Society research

  +5% Evasion
OR
  Regenerative Hull Tissue tech
  
  
   
  Nomadic creatures, no home system
  • Defensibly: Shields and point defense - their weapons deal +25% damage against armor and large amoeba launch strike craft
  • Offensibly: Energy weapons - Space Amoeba have natural armor and regenerate
  • Unique salvage:   Amoeba Flagella, strike craft as strong as tier 3 fighters
Void Clouds Cost: 1000   Physics research

  +10% Physics Output
    Always called Great Wound, it is a black hole cluster guarded by 3 Void Cloud fleets. Most black holes have deposits of 4   Physics and the central one contains the largest   Dark Matter deposit in the galaxy. The system should be attacked with a highly superior force due to the effects of black holes on space battles.
  • Defensibly: Crystal plated hulls if available - their weapons ignore both shields and armor. Their erratic damage can sometimes destroy Corvettes in one hit.
  • Offensibly: Missiles and Autocannons - Void Clouds have equal amounts of natural shields and hull
  • Unique salvage:   Cloud Lightning, L weapons that ignore both shields and armor
Tiyanki Space Whales   Frequency Tuning tech   Already passive Nomadic creatures, no home system
  • Defensibly: Armor - their Energy Siphons ignore shields but deal -75% damage to armor
  • Offensibly: Energy weapons - Tiyanki have a 2:1 Ratio of Hull points to armor
  • Unique salvage:   Regenerative Hull Tissue
  • Aggressiveness: If a Tiyanki fleet is attacked the entire species will turn hostile towards the attacker

Nomads

 
The nomad fleet
Nomads are replaced by Caravaneers if   MegaCorp DLC is enabled.

The Nomads, or Namarians as they call themselves, are a passive millennia old intergalactic race with no homeworld, forever traveling the void in their starships. Once they establish communications the nomads will act as a sort of "bridge" between the player and unknown alien empires, and the player is likely to soon be barraged by a large number of "Communications Established" events as more and more alien empires are discovered by the nomads, and, by extension, the player. They travel from system to system and their stay in the galaxy is temporary and will eventually set sail for another one. Events related to them can take place during their stay.

The date when and if the Nomads arrive is rolled at game start, with the following chances:

  • 20% chance to appear after 20 years + 100 days
  • 25% chance to appear after 40 years + 200 days
  • 25% chance to appear after 55 years + 275 days
  • 30% chance to never appear

When their time is due they will spawn in a random Rim System that has no ship in it and that no empire has a intel level better than low. Upon appearing, they will decide the mid point and endpoint of their journey. On their journey Nomads will perform an action when entering a system. Those actions depends on if the system has an owner and what the relationship with the owner is.

If the system is owned by an empire that has neither contact nor is hostile to them, they will start orbiting a random planet in the system until contact is established. The player is not capable of deciphering their communications but contact will always be established by them after 100 days. After contact is established they will send the owner a request. If they enter another system owned by the same empire they will roll for a request again. Each interaction has the following chances:

  • 30% - Ask to leave some pops on an owned planet within your borders
    • x0 If the system owner does not have a colonized Dry planet within borders or is a   Hive Mind
    • x0.75 if they already left pops before
    • x1.5 if any form of Xenophile, Egalitarian or Spiritualist Empire and not already left pops before
    • x0.3 if Slavery policy is set to Allowed
      • Nomads traits are   Desert Preference,   Nomadic,   Venerable and   Natural Engineers.
  • 30% - Ask for a planet to settle on, forming a new empire
    • x0 if there is no habitable and uncolonized planet or if the system owner is a   Hive Mind
    • x0.5 if they already settled one planet
    • x1.75 if any form of Xenophile, Egalitarian or Spiritualist Empire and did not already settle a planet
      • Nomads ethics are   Egalitarian,   Spiritualist and   Xenophile.
  • 30% - Sell 5 or 15 Cruisers
    • x0 if the system owner already was offered ships
    • x0.25 if system owner is   Fanatic Militarist or   Fanatic Xenophobe
    • x0.5 if already sold ships to an empire
    • x1.75 if any form of Xenophile, Egalitarian or Spiritualist Empire and not already sold ships to anyone
  • 10% - Move on with no request

If the system has no owner, and neither hostile, mid- or endpoint of their journey, they will perform a peaceful action with the following chances:

  • 10% - Build new Ships
    • x10 if under 3k Fleet Power
    • x5 if under 5k Fleet Power
    • x0 if over 10k or has the have the ship building lockout
  • 80% - Pick a random planet and wait in orbit for 30–50 days. Afterwards, they have a 25% chance to move on and 75% chance to pick another planet in the system to repeat it
    • x0 if less than 1.5k Fleet Power
  • 10% - Move on without doing anything

While the Nomads are inherently peaceful, a fight can be picked in order to get access to their technology. Nomads are easy prey but their technology is just average by midgame, making this rarely useful. The nomad fleet consists of the following:

20 Protectors 3 Ark Ships
  •   1 Laser T4
  •   2 Point-Defense T2
  •   2 Armor T3
  •   1 Shields T3
  •   Hyperdrive T3
  •   Thrusters T3
  •   Sensors T3
  •   Reactor T4
  •   Combat Computer T3 (Picket)
  •   Hyperdrive T3
  •   Thrusters T3
  •   Sensors T3
  •   Reactor T4

Enclaves

The Curator enclave is enabled for owners of   Distant Stars as well.
 
Enclave station

Enclaves are neutral NPC spawned factions. They do not own any planets but consist of large enclave stations. They primarily exist to be interacted with via Diplomacy Menu using the "Others" filter. There are 3 types of enclaves: Artisans, Curators and Traders. Each of them has between 2 or 3 basic interactions and one or two restricted interactions that can only be used after an Opinion of at least 50 is reached. Their maximum Opinion is 100 and an empire builds opinion with them by using their services or having starbases in their systems. The enclave Opinion is tracked wholly via the trust mechanic and no other Diplomacy bonuses or penalties apply.

The primary resource for interacting with enclaves is energy. All actions are repeatable but some of the actions also have an increasing cost. The price increases as an empire's population goes past certain thresholds:

Pops   Energy cost
0-60 1000
61-120 2000
121-180 3000
181-240 4000
241+ 5000

During the renewal request after a modifier runs out, the player will be able to renew the deal for a sum of   energy credits which scales with the number of the empire's population. With Trader enclaves you will be asked how many monthly units (of the respective rare resource sold by the enclave) you want to buy.

Enclave Option Effect Requirements
Curators
 
Research aid
  • Gain the Curator Insight modifier for 10 years (+10%   Research Speed)
  • +20   Opinion
  scales with population
Mysteries of the Universe - not known
  • Adds a Leviathan point of interest will be added to the situation log
  • +10   Opinion
  300
Mysteries of the Universe - how to defeat
  • Adds a permanent +25%   Damage modifier against the chosen Leviathan
  • +20   Opinion
  1000
L-Gates
  • Gain an L-Gate Insight
  • +20   Opinion
  5000
Once per 10 years
Establish Think Tank Allow the construction of   Curator Think Tanks buildings in enclave system starbases   50
Recruit scientist Gain a level 5 Scientist with the   Curator trait   50
  5000
Infinity mystery Gain 500   Engineering research Mirror of Knowledge modifier
Artisans
 
Become patron Gain the Patron of the Arts modifier for 10 years (+10%   Monthly Unity). Becoming a patron also allows Patron Events to trigger:
  • Newsletter events give the option to convert 500   Energy into 50   Influence. It can only happen up to 4 times.
  • Equipment malfunction events give the option to get 500   Minerals or 50   Influence.
  • The more important one grants access to the Planet Unique   Ministry of Culture for 500   Energy.
  scales with population
Commission art piece
  • Gain the Exhibit Art Monument Decision
  • +10   Opinion
  600
  Does not own 5
Found Art College Allow the construction of   Art College buildings in enclave system starbases   50
Organize festival
  • +15   Opinion
  • Gain the Festival of Worlds modifier for 10 years (+15%   Happiness and +10%   Pop Growth Speed). There is also a chance for one of the following to happen within the next year:
    • 10% chance: A stampede kills a pop. You can either divert the media's attention for 100   Influence or suffer a negative modifier for two years.
    • 10% chance: Some artisans wish to settle. Accepting will add 2 artisan pops to one of your worlds. The climate preference will always match.
    • 5% chance: The artisans steal 500   , end the festival modifier and refuse to communicate for 10 years. (increased chance for   Xenophobe empire)
  50
  1000
Traders
 
Strategic Resource deal Provides a unit of a rare resource for 10 years. The resource amount and can be scaled up to 5 times. The higher the volume, the faster   Opinion increases. Resources vary based on which specific trader Enclave is encountered:
  • XuraCorp sells   Exotic Gases
  • Muutagan Merchant Guild sells   Rare Crystals
  • Riggan Commerce Exchange sells   Volatile Motes
  500 per unit
  10 monthly per unit
Seek expertise Gain an immortal level 5 Governor with the   Enclave Trader trait (once per enclave)   50
  500
Curator strength opinion

Curator enclaves can always be asked how would the player's fleets fare against the leviathans. Depending on the total fleet power they will give the following replies:

  • Below 5k: Poorly. Very poorly. Wait a second, you're not actually thinking of...? My goodness, with the ships you have? It... it would be a slaughter!
  • Between 5k and 15k: I would strongly advise against it. Your attacks would likely be more of an annoyance than a threat.
  • Between 15k and 30k: Hmmm... yes... yes, I suppose you might actually stand a chance. If you combined your entire fleet... it would not be an easy victory, mind you, but one that is at least within the realm of possibility.
  • Over 30k: Yours is a mighty fleet, comparable to some of the greatest armadas recorded in the annals of the Curator Order. Victory is certainly within your reach.

Note that their advice is inaccurate on the highest difficulties and you require an even stronger fleet.

Attacking enclaves

While enclaves will never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. With around 7k fleet power and highest level weapons they are no easy prey but various rewards can be salvaged from their remnants, depending on the type of enclave destroyed. Each enclave station is equipped with the following:

Curator station Artisan station Trader enclave
Loadout
  •   1 Lance T2
  •   4 Torpedo T3
  •   6 Energy Torpedo T2
  •   6 Disruptor T3
  •   6 Disruptor T3
  •   4 Point-Defense T3
  •   10 Armor T5
  •   10 Shield T5
  •   2 Shield Capacitor
  •   Sensor T4
  •   1 Arc Emitter T2
  •   4 Missile T5
  •   6 Laser T5
  •   6 Plasma Cannon T3
  •   6 Autocannon T3
  •   4 Point-Defense T3
  •   10 Armor T5
  •   10 Shield T5
  •   2 Shield Capacitor
  •   Sensor T4
  •   1 Cannon T2
  •   4 Multi-Missiles T2
  •   6 Artillery T2
  •   6 Kinetic T5
  •   6 Autocannon T3
  •   4 Flak T2
  •   10 Armor T5
  •   10 Shield T5
  •   2 Shield Capacitor
  •   Sensor T4
Reward
  •   1000 Engineering Research
  •   1000 Physics Research
  •   1000 Society Research
  •   2000 Energy Credits
  •   2000 Minerals
  •   2000 Energy Credits
  •   2000 Minerals

Enclave stations do not drop debris for salvage. Attacking a curator or artisan enclave will make every enclave station of the same type unavailable for trade.

Destroying a curator or trader enclave station brings a small and temporary opinion reduction towards most other empires. Destroying an artisan enclave will not due to their duplicitous reputation.

Leviathans

Leviathans are extremely powerful Spaceborne aliens found in specific, predetermined systems and rivalling moons in size and mass. They are marked with a skull icon both in the fleet power box and on the galactic map. Each leviathan has a unique event chain. While one can just stumble over one during exploration, they can also be found with the help of the curator enclave. Leviathans have an immense amount of health and should only be engaged mid-late game.

Leviathans get various bonuses to make them stronger based on the game difficulty. AI empires will only attack leviathans if their fleet power is at least 40k.

Leviathan Rewards Tactics  
Asteroid Hives
 
Defeating the leviathan gives the following rewards:
  • 500   Energy
  • 2000   Society research
  • The 5 unique crystal asteroids bring a total of 40   Minerals when mined
Defensibly: Point defense - these leviathans use only strike craft weapons
Offensibly: Strike craft - they can both attack the leviathans and engage their strike craft
Preparation: Entering the system will describe it in an event window but the Hives will only awaken after the system is claimed with the following MMTH:
Mining Stations 0 1 2 3 4 5
MTTH 100 years 33.3 years 11.1 years 3.7 years 1.2 years 0.4 years
 
Automated Dreadnought
 
Defeating the leviathan gives the following two choices:
  1. Salvage the dreadnought for 5000   Energy and   Minerals and 1000-5000   Engineering research.
  2. Issue a special project to repair and use it. The project costs 10000   Engineering research and the ship will use either a jump drive or a psi jump drive, if the Empire has it.

The system also contains two habitable planets of size 16 and 20.

Unlike other leviathans the Automated Dreadnought (and the repaired one) use regular components
Weapons Utility Core
  •   2 Launcher T2
  •   5 Plasma Cannon T3
  •   3 Plasma Cannon T3
  •   2 Disruptor T3
  •   3 Point-Defense T3
  •   6 Armor T5
  •   6 Shields T5
  •   3 Shield Capacitor
  •   2 Regenerative Hull Tissue
  •   Tachyon Sensors
  •   (Psi) Jump Drive
  •   Sapient CPU (Line tactics)
  •   Impulse Thrusters
 
Dimensional Horror
 
Defeating the leviathan will leave behind a dimensional rift, with a project that takes 140 days to be researched. Once examined, it will give the following rewards:
  • 4000-6000   Physics Research
  • 4000-6000   Society Research
  • Unlock the   Jump Drive technolog with 50% progress if not already researched
Defensibly: Shields and Evasion - this leviathan's weapons ignore armor but deal -75% damage to shields and have low tracking
Offensibly: Kinetic Artillery - this leviathan has equal amounts of hull, shield and armor but no evasion at all. Size X weapons are also effective for the same reason.
Engagement: The Dimensional Horror can strike across the entire system so the fleet should move fast or jump from a close hyperlane
 
Enigmatic Fortress
 
Defeating and successfully investigating the leviathan gives the following rewards:
  • 1000-5000   Engineering Research
  • 1000-5000   Physics Research
  • 1000-5000   Society Research
  • Unlock the   Enigmatic Encoder and   Enigmatic Decoder technologies

If the Enigmatic Fortress is not investigated after being defeated, it will repower and become hostile again.

Defensibly: Armor - this leviathan uses only Kinetic Artillery and Stormfire Autocannon weapons
Offensibly: Kinetic Artillery - this leviathan has high hull but few shields and even less armor and at artillery range ships cannot be engaged by the autocannons
Repower: The Ancient Vault can be repowered following poor event decisions. Clues can be bought from the Curators. The following table reveals all choices (SPOILERS):
No Choice Outcome
1 Demolitions Team Expedition proceeds but Transport ship is destroyed
1 Local Power Surge - Go with the higher estimate (-500   energy) Vault repowers
1 Local Power Surge - Go with the lower estimate (-50   energy) Expedition proceeds
2 Place metal rings around the remaining two poles Vault repowers
2 Search for torus-shaped indentations on the bulkhead Vault repowers
2 Rearrange the metal tori on the poles Expedition proceeds
2 Remove center and rightmost poles from the pedestal Vault repowers
3 Home System Research - The beginning Vault repowers
3 Home System Research - The middle Event success
3 Home System Research - The end Vault repowers
3 Supply Dark Matter (-10   Dark Matter) Event success
3 Use Force (1 military ship) Event failed - the vault and all ships in the system are destroyed, every habitable planet is turned into a Tomb world and every uninhabitable one into a Molten world
3 Black Hole Research (special project) Event success
 
Ether Drake
 
Defeating the leviathan gives the following rewards:
  • 300   Influence
  • The Admiral leading the fleet defeating the leviathan gains the   Dragonslayer trait
  • The Empire Capital gains the   Dragonslayer Monument planetary feature
  • The Empire gains the Ether Drake Trophy Relic
  • The planet it guarded, Dragon's Hoard, has a deposit of 30   Energy and   Minerals. Building a mining station will reveal one of the following within 50 years:
    • Dragon's Tomb: The remains can be studied to unlock the   Artificial Dragonscales tech or grinded for 100-4000   Minerals and 1000-5000   Society research
    • Dragon's Brood: The egg can be smashed for 300   Influence or used in a special project that takes 50000   Society research to hatch a controllable Dragonspawn with 6K Fleet Power.
Defensibly: Shields - this leviathan uses only energy weapons that do -20% damage to shields
Offensibly: Energy weapons - this leviathan has high hull and armor but no shields
Aggressiveness: If the Ether Drake loses 20% HP it will attack two of the attacker's systems until the starbases are disabled or the leviathan loses 85% of its HP. Starbases disabled by the Ether Drake are destroyed but rebuild into Frontier Outposts once the leviathan leaves.
 
Infinity Machine
 
A year or two after discovering it the Infinity Machine will send out a transmission and start a special project (360 days with a scientist who is more than level 3) to contact it. Depending on government ethics some empires can try saying the liar paradox but it has no effect. The player can offer to help it and start a very lengthy special project (1800 days) at the black hole that can only be done by a level 5 scientist. Finishing the project will have one of the following outcomes.
  • 50% chance the project fails but the leviathan will reward you the   Positronic AI technology. If the   Positronic AI was researched it will reward you the   Zero Point Power technology. If both were researched it will grant the empire +5%   Research Output.
  • 25% chance the project succeeds and the leviathan enters the black hole. It will grant the   Positronic AI technology. If the   Positronic AI was researched it will reward you the   Zero Point Power technology. If both were researched it will grant 150   Influence. In addition the black hole will get a 4   Research deposit.
  • 25% chance he project succeeds and the leviathan enters the black hole and shrinks it to a smaller size renamed Pantagruel. The empire will get 200   Influence (which is not shown) and permanently gain +10%   Research Speed. In addition the black hole will get a 10   Research deposit.

Depending on empire ethics, another option can be available after the investigation project is completed.

  •    Spiritualist empires can declare the leviathan a divine object, granting a +5% Happiness empire modifier.
  •    Militarist empires can destroy the leviathan with an army without fighting it to gain the same bonuses as when defeating it.
  •    Materialist empires can attempt to hack the leviathan. Chance is 50% and if successful it permanently grants a +5%   research bonus as well as either the   Positronic AI or the   Zero Point Power technology. If both were researched it will grant 1000-5000   Society research. For   empires this is the only option. This approach destroys the Infinity Machine.

Alternatively the leviathan can be attacked, forcing it to open and become aggressive. Destroying it will allow the Infinity Machine to be broken down for a large bonus of minerals and influence, or study its nature for advances in robotics. This removes any bonus awarded thus far.

Defensibly: Shields and point defense - this leviathan uses laser weapons and strike craft
Offensibly: Kinetic weapons - this leviathan has strong shields and point defenses and good evasion
Preparation: As this leviathan is not initially hostile its system can be claimed and the starbase can be upgraded in to a bastion citadel in preparation for the fight.
 
Spectral Wraith
 
Defeating the leviathan gives a permanent empire modifier with the following effects:
  •   +5% Physics Research Speed
  •   +5% Energy Weapons Damage
  •   +10% Energy from Jobs
Defensibly: Shields - this leviathan uses only energy weapons
Offensibly: Small energy weapons - this leviathan uses only armor and hull but has high evasion
Frequency: The Spectral Wraith will have one of three colors: red, yellow or blue. In systems with stars of the same color it gets -50%   Armor and   Evasion.
Preparation: This leviathan will only spawn after the mid-game year. If the pulsar is scanned before that happens it will bring an event window and the star will gain the   Pulse Germination modifier, letting the empire know that is the system where it will spawn.
 
Stellarite Devourer
 
Defeating the leviathan will give the option to investigate its remains that takes 60 days to be researched. Once examined it will give the following options:
  1. Harvest the remains for a large bonus of Energy, Minerals and Influence
  2. Try to reignite the Sun in the leviathan's home System. The Project has a 30% chance to kill the scientist and its ship but is guaranteed to turn the whole System more habitable: All Frozen Planets will become Arctic planets, with one guaranteed Gaia World. All other planets undergo a temperature increase as well, rerolling them completely.

 Xenophobes and  Militarists have the option to instead create a trophy special feature on their capital world, granting +5%   Happiness and +6 monthly   Unity.

Defensibly: Any - some of the leviathan's weapons are effective against armor while others against shields
Offensibly: Plasma weapons - this leviathan has exceptionally high hull and point defenses
Aggressiveness: If the Stellarite was engaged and did not lose at least 67% HP it will attack one of the attacker's systems until the starbase is disabled and then stay for 90 days until retreating. If the system is colonized all planets will get -25%   Happiness and   Habitability until the leviathan leaves.
 
Corrupted Avatar
 
Defeating the leviathan allows free access to its system. It contains a Gaia World which when surveyed will reveal a level V anomaly. Investigating it will grant access to the   Neural Tissue Engineering technology to organic empires or a very large amount of   Society research if   Machine Intelligence. The gas giant in the system will also have a   Exotic Gases deposit.

Unlike other leviathans the Corrupted Avatar will always be present if the required DLC is installed. Its system is accessible only via a wormhole which will appear even if wormholes were disabled on game startup.

Defensibly: Shields - this leviathan uses only energy weapons that do -75% damage to shields and ignore armor
Offensibly: Energy weapons - this leviathan has moderate hull and high armor but no shields
Avoiding: The leviathan can be avoided by setting a science ship's stance to passive and guiding it around the leviathan. This approach does not allow colonizing the Gaia World but it does allow the research reward to be claimed.
 
Scavenger Bot
 
Defeating the leviathan gives the following rewards:
  • Unlock the   Nanite Repair System technology
  • Gain two random Tier V component techs or a large amount of   Engineering research if all techs were already researched
  • The two broken planets in the system bring a total of 20   Minerals when mined
Defensibly: Armor and point defense - this leviathan uses only guided weapons
Offensibly: Torpedoes and strike craft - this leviathan uses equal amounts of shields and armor but has no point defense and barely any evasion
 
Tiyanki Matriarch
 
Defeating the leviathan gives the following rewards:
  • AH4B, a battleship equipped with the highest tier weapon and defense components. It can be used or scrapped for 1500   Minerals.
  • Reth Unddol, a level 5 admiral with the unique   Hell's Heart trait.     Genocidal empires will kill him for 120-350   Unity instead.
Defensibly: Shields - this leviathan and two weapons, one that ignores armor and does -75% damage against shields and one that deals double damage against both shields and armor
Offensibly: Energy weapons - this leviathan has exceptional hull and light armor but no shields
 
Voidspawn
 
Defeating the leviathan gives the following rewards:
  • 600-6000   Unity
  • Option to start a special project that takes 140 days to research and unlocks the   Gargantuan Evolution technology
  • The planet it hatched from also gains a 20   Society deposit
Defensibly: Armor and point defense - this leviathan uses only guided weapons
Offensibly: Energy weapons - this leviathan has high hull and armor but no shields
Preparation: The Voidspawn is an unborn leviathan. Its egg is indistinguishable from a Dry planet, and if colonized an event will slowly start changing the world. One year later there is a 60% chance that the Voidspawn will hatch and destroy the colony.
 
Shard
 
Defeating the leviathan grants the   Rubricator Relic Defensibly: Shields - this leviathan uses only energy weapons that do -20% damage to shields
Offensibly: Energy weapons - this leviathan has high hull and armor but no shields
Preparation: The Shard will appear when finishing excavating the Kleptomaniac Rats Archaeology Site. As the excavation already requires claiming the system, the starbase can be upgraded into a bastion citadel in preparation for the fight. Alternatively the final Chapter of the site can be delayed to better prepare technologically.
 

Enigmatic Cache

 
Enigmatic Cache

The Enigmatic Cache, or BALDOR as it calls itself, is a tubular entity that will emerge from any Gateway or L-Gate once the mid-game year is reached and set course for the nearest empire that is not at war. If the Enigmatic Cache is attacked it will instantly teleport away from the system.

Once the Enigmatic Cache enters an empire's borders it will start orbiting each one of the empire's colonies for a month. As long as it orbits a colony it gives it a +30%   Research Output modifier. The first time it happens the empire will get the option of issuing a special project to study it or leave it alone for 50   Influence. The special project costs 2500   Engineering research and finishing it refunds 250 research and grants an L-Gate insight. Once all colonies have been scanned the Enigmatic Cache will set course for the nearest empire and repeat the process.

After all colonies in the galaxy have been scanned, the Enigmatic Cache will head to the capital of an empire whose Technology Level is not rated as Superior to that of any other empire and that is not a   Machine Intelligence. After entering orbit the Enigmatic Cache will attempt to communicate. Accepting will have the Enigmatic Cache request to uplift the main species via a special project that takes 2 years.

Around 4 months into the project is started the empire will be notified that the Enigmatic Cache is deteriorating and bring the following options:

  • Abort the uplift, causing the Enigmatic Cache to teleport away.
  • Ignore it. Once the project is complete there is a 75% chance the main species gains the   Somewhat Uplifted trait and -20%   Happiness for 10 years and a 25% chance the main species gains the   Uplifted trait and -10%   Happiness for 10 years. The Enigmatic Cache will also remain in orbit above the capital and permanently give its   Research Output modifier.
  • Issue a special project to repair the Enigmatic Cache with a construction ship. Once the uplift is complete the main species will gain the   Uplifted trait. The Enigmatic Cache will also remain in orbit above the capital and permanently give its   Research Output modifier.

Note: The traits do not give unique bonuses to leaders despite the tooltips saying they do.