Spaceborne aliens

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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.

Space creatures[edit | edit source]

Humanoid science ships encountering a pacified 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 First Contact completion 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 Fanatic Militarist.pngMilitarist.png Militarist, Fanatic Xenophobe.pngXenophobe.png Xenophobe and Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal empires.
  • Pacify will unlock a special project that costs 5000 Physics Research Physics research and allows an empire to turn the space creatures non-hostile and unlock the ability to research all special components the creatures use. Only 2 of the 5 Space Creatures can be pacified. This option is available to Fanatic Pacifist.pngPacifist.png Pacifist or Fanatic Xenophile.pngXenophile.png Xenophile Empires. If the Galactic Community is formed the Space Amoeba pacification modifier can be offered to all members by passing the Space Amoeba Protection Act Resolution.

If killed, space creatures will slowly respawn in their home system.

Space Creatures Research option bonuses Hunting Pacifying Type Home System Tactics
Ancient Mining Drones Cost: 2000 Engineering research Engineering research

Minerals.png +10% Mining Station Minerals
Yes.png No.png Can expand 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 4000 Minerals.png Minerals and 500 Alloys.png Alloys. If the Ancient Relics.png Ancient Relics DLC is installed it also grants the R surveyor.png Surveyor Relic. Ancient Mining Drones use regular components. The Cutting Lasers can be salvaged.
Mining Drone Combat Drone Destroyer Base
  • Small 2 Cutting Laser
  • Large 1 Armor T1
  • Medium 1 Armor T1
  • Core Reactor T2
  • Core Thrusters T2
  • Core Sensor T1
  • Medium 1 Cutting Laser
  • Small 2 Cutting Laser
  • Large 1 Armor T1
  • Medium 2 Armor T1
  • Core Reactor T2
  • Core Thrusters T2
  • Core Sensor T1
  • Medium 2 Cutting Laser
  • Small 2 Cutting Laser
  • Large 1 Armor T1
  • Medium 3 Armor T1
  • Core Reactor T2
  • Core Thrusters T2
  • Core Sensor T1
  • Large 2 Laser T5
  • Hangar 3 Strike Craft
  • Large 5 Armor T1
  • Core Reactor T2
  • Core Sensor T1
Crystalline Entities Cost: 2000 Physics Research Physics research

Energy.png +5% Energy from Jobs
OR
Tech crystal armor 1.png Crystal-Infused Plating tech
Militarist.pngFanatic Militarist.png
Xenophobe.pngFanatic Xenophobe.png
Civic devouring swarm.pngCivic machine terminator.png
Yes.png Can expand 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.
  • Defensively: Armor or shields - their shard weapons deal +50% damage against hull but have no other bonus
  • Offensively: Any weapon, but especially plasma launchers or mining lasers - Crystalline Entities have resilient and regenerating hulls, but no shields or armor
  • Unique salvage: Tech crystal armor 1.png Crystal-Infused Plating from ships, Tech crystal armor 2.png Crystal-Forged Plating from Crystal Nidus, both are the only hull increasing components in the game.
Space Amoeba Cost: 2000 Society research Society research

Mod ship evasion mult.png +5% Evasion
OR
Regenerative Hull Tissue Regenerative Hull Tissue tech
Militarist.pngFanatic Militarist.png
Xenophobe.pngFanatic Xenophobe.png
Civic devouring swarm.pngCivic machine terminator.png
Yes.png Migratory Always called Amor Alveo, its various celestial body deposits produce in total 8 Energy.png Energy, 12 Minerals.png Minerals, 6 Society research Society, 3 Exotic gases.png Exotic Gases, 3 Volatile motes.png Volatile Motes and 2 Rare crystals.png Rare Crystals.
  • Defensively: Shields and point defense - their weapons deal +25% damage against armor and large amoeba launch strike craft
  • Offensively: Energy weapons - Space Amoeba have natural armor and regenerate
  • Unique salvage: Tech amoeba strike craft 1.png Amoeba Flagella, strike craft almost as strong as Tier 2 Improved Strike Craft
Void Clouds Cost: 2000 Physics Research Physics research

Physics Research +10% Physics from Jobs
Yes.png No.png Stationary Always called Great Wound, it is a black hole cluster guarded by 3 Void Cloud fleets. Most black holes have deposits of 4 Physics Research Physics and the central one contains the largest Dark Matter.png 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.
  • Defensively: Crystal plated hulls if available - their weapons ignore both shields and armor. Their erratic damage can sometimes destroy Corvettes in one hit.
  • Offensively: Missiles and Autocannons - Void Clouds have equal amounts of natural shields and hull
  • Unique salvage: Tech space cloud weapon 1.png Cloud Lightning, L weapons that ignore both shields and armor
Tiyanki Space Whales Tech space whale weapon 1.png Frequency Tuning tech No.png Passive unless attacked Migratory Always called Tiyana Vek, it contains 4 Gas Giants. Each one has a deposit of 6 Society research Society. The star itself always has a deposit of 6 Physics Research Physics Tiyanki fleets can consist of Cows, Bulls, Calves and Hatchlings. Regenerative Hull Tissue can be salvaged.
Bull and Cow Calf and Hatchling
Loadout
  • Ship part space whale weapon.png 5 Energy Siphon
  • Ship part auto repair.png 1 Regenerative Hull Tissue
  • Ship part space whale weapon.png 3 Energy Siphon
  • Ship part auto repair.png 1 Regenerative Hull Tissue
Kill rewards
  • Energy.png 500 Energy
  • Exotic gases.png 50 Exotic Gases
  • Energy.png 250 Energy
  • Exotic gases.png 25 Exotic Gases

VLUUR[edit | edit source]

VLUUR is a powerful migrating Void Cloud that has around 32K Fleet Power and is armed with 8 Ship part space cloud weapon.png Cloud Lighting weapons. For as long as VLUUR is in a system it will cause a storm that causes −50% Mod ship speed mult.png Sublight Speed and −15% Mod ship fire rate mult.png Fire Rate on ships. VLUUR moves to a new system every 4-7 years.

VLUUR is not hostile but can be attacked. It has powerful shields and high Evasion, but low hull, and can be defeated deceptively easily with missile weapons. Defeating VLUUR grants 100 Dark Matter.png Dark Matter, and will create various deposits of 1-3 Dark Matter.png Dark Matter on up to 4 planets in the system it's defeated in.

Bemat Thalassocracy[edit | edit source]

The Bemat Thalassocracy is a hostile fleet that can appear after the end-game year is reached. It will appear in a system owned by an empire that produces at least 180 Trade value.png Trade Value. The fleet is made up of the following ships:

40 corvettes 35 destroyers 34 cruisers
  • Small 1 Kinetic T3
  • Small 1 Plasma T1
  • Small 1 Disruptor T1
  • Small 2 Shield T2
  • Auxiliary 1 Afterburners T2
  • Auxiliary 1 Shield Capacitor
  • Core Jump Drive
  • Core Thrusters T4
  • Core Sensors T2
  • Core Reactor T5
  • Core Combat Computer T1
  • Medium 1 Plasma T3
  • Small 1 Plasma T3
  • Small 3 Laser T5
  • Small 4 Shield T4
  • Small 2 Armor T3
  • Auxiliary 1 Shield Capacitor
  • Core Jump Drive
  • Core Thrusters T3
  • Core Sensors T2
  • Core Reactor T5
  • Core Combat Computer T2 (Line)
  • Guided 1 Missiles T5
  • Guided 2 Swarmer Missiles T1
  • Small 2 Disruptor T2
  • Small 2 Plasma T3
  • Small 2 Kinetic T3
  • Medium 5 Shield T4
  • Medium 3 Armor T3
  • Auxiliary 1 Auxiliary Fire Control
  • Auxiliary 1 Nanite Repair System
  • Core Jump Drive
  • Core Thrusters T3
  • Core Sensors T2
  • Core Reactor T5
  • Core Combat Computer T2 (Artillery)

Nomads[edit | edit source]

The nomad fleet
Nomads are replaced by Caravaneers if the MegaCorp.png 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 help establish communications between any encountered empires that haven't discovered each other yet. They travel from system to system during their temporary stay in the galaxy, 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 per human player:

  • 20% chance to appear after 7,300 to 7,800 days (roughly 20.28 to 21.67 years)
  • 25% chance to appear after 14,600 to 15,100 days (roughly 40.56 to 41.94 years)
  • 25% chance to appear after 20,075 to 20,575 days (roughly 55.76 to 57.15 years)
  • 30% chance to not trigger (they may still appear if another human player rolls them)

If more than one player triggers the Nomads, they will spawn a single time on the earliest rolled date.

When they arrive, the Nomads spawn in a random non-hostile rim System that no default empire has more than Intel level low.png low intel on. Upon appearing, they will decide the midpoint and endpoint systems of their journey.

  • Midpoint: A random non-hostile system with a distance of 250 to 500 from their starting system. If they can't find one they'll settle for any system with a distance of 150 to 500, whether or not it's hostile.
  • Endpoint: A random rim system with a distance of 400 to 1450 from their starting system. If they can't find one they'll settle for any system with a distance of 250 to 1450. They don't check for hostile in their endpoint system.

On their journey Nomads will perform an action when entering a system. Those actions depends on if the system has an owner and what their relationship with the owner is. If the system is owned by an empire they haven't contacted and isn't hostile to them, they will start orbiting a random planet in the system until contact is established. The system owner is unable to decipher 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. If you agree, three Egalitarian.png Egalitarian Namarian pops spawn on a random Planet arid.png Arid, Planet desert.png Desert, or Planet savannah.png Savannah colony you own. A colony is 6 times as likely to be chosen if it has more than 0 free housing and 11 times as likely to be chosen if it has more than 1 free housing. Namarians are Immortal and have the Trait pc desert preference.png Desert Preference, Nomadic.png Nomadic, Venerable.png Venerable and Natural Engineers.png Natural Engineers traits.
    • ×0 If the system owner does not have a colony on a Dry planet
    • ×0 If the system owner is a Auth hive mind.png Hive Mind
    • ×0.75 If they've already left pops with the system owner
    • ×1.5 If they haven't left pops with the system owner yet and the system owner is some degree of Xenophile, Egalitarian, or Spiritualist
    • ×0.3 If the system owner's slavery Menu icon policies.png policy is set to Allowed
  • 30% - Ask for an uncolonized planet to colonize, forming a new empire. If you agree, you gain 150 to 300 Influence.png influence and a random uncolonized Planet arid.png Arid, Planet desert.png Desert, Planet tropical.png Tropical, Planet ocean.png Ocean, or Planet gaia.png Gaia world within your borders becomes the capital of a new single-system Namarian empire. The new empire has Auth democratic.png Democratic authority, the Egalitarian.png Egalitarian, Spiritualist.png Spiritualist, and Xenophile.png Xenophile ethics, random civics, and a decaying Diplomacy opinion.png +100 Opinion modifier towards you. The empire starts with 14 Egalitarian.png Egalitarian Namarian pops that have their climate preference trait changed to match their new planet, 1000 energy and minerals, and 500 influence. Because they start with no other resources, no buildings, and no districts, this new empire immediately starts suffering from food and consumer goods deficits, housing shortages, and unemployment.
    • ×0 If the system owner doesn't control an uncolonized Planet tundra.png Tundra, Planet arid.png Arid, Planet desert.png Desert, Planet tropical.png Tropical, Planet continental.png Continental, or Planet gaia.png Gaia world in an uninhabited system.
      • Because of differences between the planet classes the Nomads look for when triggering the event and the planet classes they actually can actually choose to colonize, this event may fail if you have an available Planet tundra.png Tundra or Planet continental.png Continental world but not one of the classes the Nomads can use.
      • It's possible for the Nomads to colonize a Spiritualist fallen empire's holy world this way, resulting in a very short-lived empire.
    • ×0 If the system owner is a Auth hive mind.png Hive Mind
    • ×0.5 If they've already colonized a planet from any empire
    • ×1.75 If they haven't colonized a planet yet and the system owner is some degree of Xenophile, Egalitarian, or Spiritualist
  • 30% - Sell 5 or 15 Cruisers.
    • ×0 If the system owner already was offered ships
    • ×0.25 If the system owner is Fanatic Militarist.png Fanatic Militarist or Fanatic Xenophobe.png Fanatic Xenophobe
    • ×0.5 If already sold ships to an empire
    • ×1.75 If they haven't sold ships to anyone yet and the system owner is some degree of Xenophile, Egalitarian, or Spiritualist
  • 10% - Move on with no request.

If the system has no owner, isn't hostile, and isn't the mid- or endpoint of their journey, they will perform a peaceful action with the following chances:

  • 10% - Repair fleet and build new ships.
    • ×10 If under 3k Fleet Power
    • ×5 If under 5k Fleet Power
    • ×0 If over 10k Fleet Power or have built new ships within the last 120 days
  • 80% - Pick a random planet and wait in orbit for 40–50 days. Afterwards, they have a 25% chance to move on and 75% chance to pick another planet in the system to orbit. They will orbit a maximum of three planets this way before moving on.
    • ×0 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
  • Large 1 Laser T4
  • Point defense 2 Point-Defense T2
  • Medium 2 Armor T3
  • Medium 1 Shields T3
  • Core Hyperdrive T3
  • Core Thrusters T3
  • Core Sensors T3
  • Core Reactor T4
  • Core Combat Computer T3 (Picket)
  • Core Hyperdrive T3
  • Core Thrusters T3
  • Core Sensors T3
  • Core Reactor T4

Enclaves[edit | edit source]

Shroud-Touched Coven 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. Each of them has two or three basic interactions, and a number of restricted interactions that can only be used after sufficient Opinion is reached.

Their maximum Opinion is 100, and an empire builds opinion with them by using their services or having starbases in their systems. +1 opinion is gained each year. This is not cumulative when owning multiple systems with the same enclave.

The primary resource for interacting with enclaves is Energy.png Energy. Most 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.png 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.png 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 Diplomacy opinion.png Opinion Requirements DLC
Curator Order
Enclaves flag curator.png
Research aid +10% Mod country all tech research speed.png Research Speed for 10 years +20 Energy.png scales with population Leviathans.png
Distant Stars.png
Mysteries of the Universe - not known Adds a Leviathan point of interest to the situation log +10 Energy.png 300
Mysteries of the Universe - how to defeat Adds a permanent +25% Damage Damage modifier against the chosen Guardian +20 Yes.png Encountered a Guardian
Energy.png 2000 for Hives
Energy.png 600 for Infinity Machine
Energy.png 1000 for other Guardians
Mysteries of the Universe - how would fare Compares the total fleet power against the Guardians
  • 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.
+20 Yes.png Encountered a Guardian
Energy.png 2000 for Hives
Energy.png 600 for Infinity Machine
Energy.png 1000 for other Guardians
Establish Think Tank Allow the construction of Sb curator think tank.png Curator Think Tank starbase buildings in enclave system Spaceport 1.png starbases 0 Diplomacy opinion.png 50
Recruit scientist Gain a level 5 Scientist.png Scientist with the Leader trait curator.png Curator trait 0 Diplomacy opinion.png 50
Energy.png 1000
No Leader trait curator.png Curator scientist owned
Buy Intelligence Gain +20 Intel.png Intel on target empire +10 Diplomacy opinion.png 50
Energy.png 1000
Infinity mystery Gain 1000-10000 Engineering research Engineering research 0 Leviathans.png Mirror of Knowledge modifier
Yes.png Can only be done once
L-Gates Gain an L-Gate Insight +20 Energy.png 5000
Time Once per 10 years
Distant Stars.png Encountered an L-Gate
Artisan Troupe
Enclaves flag artist.png
Become patron Gain the Patron of the Arts modifier for 10 years (+10% Unity.png Monthly Unity). Becoming a patron also allows Patron Events to trigger:
  • Newsletter events give the option to convert 500 Energy.png Energy into 50 Influence.png Influence. It can only happen up to 4 times.
  • Equipment malfunction events give the option to get 500 Minerals.png Minerals or 50 Influence.png Influence.
  • The more important one grants access to the Planet Unique Building artist patron.png Ministry of Culture building for 500 Energy.png Energy.
+20 Energy.png scales with population Leviathans.png
Commission art piece Gain the Decision art monument.png Exhibit Art Monument decision +10 Energy.png 600
No.png Does not own 5
Found Art College Allow the construction of Sb artist college.png Art College starbase buildings in enclave system Spaceport 1.png starbases 0 Diplomacy opinion.png 50
Organize festival Gain the Festival of Worlds modifier for 10 years (+15% Mod pop happiness.png Happiness and +10% Mod pop growth speed.png 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.png Influence or suffer a negative modifier for two years (−20% Mod pop happiness.png Happiness, −10% Energy.png Energy from Jobs). Increased chance for Materialist.png Materialist or Fanatic Materialist.png Fanatic Materialist empires.
  • 10% chance: Some artisans wish to settle. Accepting will add 2 artisan pops to one of your worlds. The climate preference will always match. Increased chance for Xenophile.png Xenophile, Fanatic Xenophile.png Fanatic Xenophile, Pacifist.png Pacifist, or Fanatic Pacifist.png Fanatic Pacifist empires.
  • 5% chance: The artisans steal 1000 Energy.png, end the festival modifier, and refuse to communicate for 10 years. Increased chance for Xenophobe.png Xenophobe, Fanatic Xenophobe.png Fanatic Xenophobe, Materialist.png Materialist, or Fanatic Materialist.png Fanatic Materialist empires.
+15 Diplomacy opinion.png 50
Energy.png 1000
Traders
Enclaves flag trader.png
Strategic Resource deal Provides a unit of a rare resource for 10 years. The resource amount can be scaled up to 5 times. Resources vary based on which specific trader Enclave is encountered:
  • XuraCorp sells Exotic gases.png Exotic Gases
  • Muutagan Merchant Guild sells Rare crystals.png Rare Crystals
  • Riggan Commerce Exchange sells Volatile motes.png Volatile Motes
+5 to +25 Energy.png 500 per unit
Energy.png 10 monthly per unit
Leviathans.png
Seek expertise Gain an immortal level 5 Governor.png Governor with the Leader trait enclave trader.png Enclave Trader trait 0 Diplomacy opinion.png 50
Energy.png 500
Yes.png Once per enclave
Salvagers
Enclaves flag salvagers.png
Scrap a fleet Disbands a fleet and gain Alloys.png Alloys equal to a quarter of the total construction cost
  • Fleets created by the R prethoryn queen.png Prethoryn Brood-Queen relic or the Lost Amoeba event can be scrapped for 600 Food.png Food but will incur an extra cost of 200 Energy.png energy and grant only 5 Diplomacy opinion.png Opinion
  • If scrapping the fleet from the Lost Amoeba event there's a 25% chance that the space amoeba will permanently protect the enclave
+10 Yes.png Fleet in the enclave system
Energy.png 300
Time Once per 5 years
Overlord
Reclaimed vessels Purchases 1 or 10 ships based on other empire' designs +1 to +5 Energy.png 150 per corvette
Energy.png 300 per destroyer
Energy.png 600 per cruiser
Energy.png 1200 per battleship
Time Once per 2 years
Salvage some debris Automatically investigate up to 3 debris fields in 90 days +5 Unknown.png Debris within borders
Diplomacy opinion.png 20
Energy.png 400
Engineering research +15% Research speed (Engineering) Engineering Research Speed for 5 years +5 Diplomacy opinion.png 20
Alloys.png 150
Energy.png scales with population
Salvage Works buildings Allow the construction of Sb salvager workshop.png Salvage Works starbase buildings in enclave system Spaceport 1.png starbases +10 Diplomacy opinion.png 40
Energy.png 1000
Aid with construction efforts +10% Mod ship build speed mult.png Ship Build Speed and +40% Starbase Module and Building Build Speed for 2 years +5 Sb salvager workshop.png Salvage Works
Diplomacy opinion.png 50
Energy.png 800
Volatile motes.png 20
Shroud-Touched Coven
Enclaves flag shroudwalkers.png
What is to be our fate Starts a Sign of the Visitor situation which can trigger various events or create anomalies +10 Influence.png 50
Energy.png scales with population
Overlord
Send us a teacher Enables the Decision surreal visions.png Shroudwalker Teacher decision +10 Influence.png 50
Energy.png 10 per Empire Size
Yes.png Can only be done once
Insight on another empire Starts a Shroudwalker Insight situation which will give the following reward when completed:
  • 40% chance random asset
  • 25% chance +15 Spy network.png Infiltration
  • 25% chance +20 Intel.png Intel
  • 10% chance nothing
+10 Diplomacy opinion.png 20
Influence.png 50
Energy.png scales with population
Spy network.png Spy network
Time Once per year
Travel via the Shroud Allow the construction of Sb shroud beacon.png a Shroud Beacon starbase building +10 Diplomacy opinion.png 40
Energy.png 800
Yes.png Can only be done once

Mercenary enclaves[edit | edit source]

Mercenary enclaves can be created by most empires via a special fleet order. The requirements to create it are:

  • Does NOT have gestalt consciousness Ethic
  • Fleet needs an admiral (which you lose)
  • Fleet Size is greater than or equal to 50
  • Sufficient mercenary capacity

Mercenary Enclave Capacity defaults to 0 and can be obtained through the following:

  • Civic warrior culture.png +1 from Warrior Culture civic
  • Civic barbaric despoilers.png +1 from Barbaric Despoilers civic
  • Civic private military companies.png +1 from Private Military Companies civic
  • Ap lord of war.png +1 from Lord of War ascension perk
  • Resolution defence privatization.png +1 from Defense Privatization resolutions 1-3
  • Resolution defence privatization.png +2 from Defense Privatization resolutions 4-5
  • Civic naval contractors.png +2 from Naval Contractors civic

Creating a mercenary enclave requires a fleet of size 50 or larger led by an admiral in an owned system with a moon or asteroid, and no enclave already present, and costs Energy.png 1500 energy, Alloys.png 2000 alloys, and Influence.png 100 influence. Once the order is given, the enclave will construct its station in the fleet's current system. Mercenary enclaves provide the following services:

  1. Empires can rent a mercenary fleet for 10 years and gain Diplomacy opinion.png +15 opinion for an Energy.png energy cost that scales with the enclave's opinion and tier. The contract can be renewed at any point for an additional Energy.png energy cost and Diplomacy opinion.png +5 opinion. Mercenary fleets are led by admirals with the Leader trait mercenary warrior.png Mercenary Warrior trait. If the mercenary enclave station is attacked, all mercenary fleets are recalled, and their clients are refunded between Energy.png 3000-44000 energy, depending on enclave tier.
  2. Empires that have at least Diplomacy opinion.png 20 opinion with the enclave can pay Energy.png 600, 1100, or 2000 energy to hire Army assault.png 5, 10 or 15 mercenary armies. If the enclave is at least tier 4, empires can also pay Energy.png 1200 or 2300 energy to hire Army assault.png 5 or 10 mercenary mechanized armies. All options will grant Diplomacy opinion.png opinion equal to the number of armies hired, plus 5 additional opinion if hiring a mechanized army.
  3. Empires that have at least Diplomacy opinion.png 30 opinion with the enclave can buy Mod navy size add.png +15% naval capacity for 10 years. This costs between Energy.png 1000 and 5000 energy based on current capacity and gives Diplomacy opinion.png +15 opinion.
  4. Empires that have at least Diplomacy opinion.png 40 opinion with the enclave can pay Energy.png 1000 energy to unlock the Sb mercenary garrison.png Mercenary Garrison starbase building and gain Diplomacy opinion.png +15 opinion.
  5. Empires that have at least Diplomacy opinion.png 50 opinion with the enclave can pay Energy.png 1500 or 5000 energy to gain Damage +15% damage versus a mid-game or end-game crisis.

The empire that owns a mercenary enclave's system, initially its founder, is the enclave's patron. Patrons have slightly reduced prices and receive a dividend at regular intervals. The dividend interval is mechanically a situation, and the base progress rate is +0.417 per month, resulting in a total time of 20 years. With all positive modifiers maxed out, the interval is a mere 1.83 years, though that relies on a non-patron hiring the fleet. More consistently, with the patron hiring the fleet, the minimum interval is 2.25 years. The rate is increased (and thus total interval descreased) by the following:

Source Base multiple Raw increase Interval with only this modifier
Ap lord of war.png Lord of War ascension perk +2.5 +1.043 5.75 years
Enclave fleet hired by anyone +1 +0.417 10 years
Enclave fleet hired by non-patron (stacks with above) +2 +0.833 5 years
Per mercenary enclave tier +0.4
(max +2)
+0.167
(max +0.835)
See table below
Per Resolution defence privatization.png Defensive Privatization resolution level +0.5
(max +2.5)
+0.208
(max +1.04)
13.3 years at level 1
5.75 years at level 5
Enclave has Financial Troubles modifier −5 −2.085 Never
Cannot reduce progress below 3

The dividend can be in the form of basic resources, research, or a fleet if the patron is using less than 95% of their Mod navy size add.png Naval Capacity; there is also a small chance of a special dividend or no dividend.

Dividend type Chance Tier 0/1 Tier 2/3 Tier 4/5
Basic Resources 24%
  • Energy.png 6x Energy output (100 ~ 1000)
  • Food.png 6x Food output (100 ~ 1000)
  • Minerals.png 12x Minerals output (150 ~ 2000)
  • Energy.png 12x Energy output (150 ~ 2000)
  • Food.png 12x Food output (150 ~ 2000)
  • Minerals.png 18x Minerals output (250 ~ 5000)
  • Energy.png 18x Energy output (250 ~ 5000)
  • Food.png 18x Food output (250 ~ 5000)
  • Minerals.png 24x Minerals output (350 ~ 10000)
Energy only 24% Energy.png 12x Energy output (150 ~ 2000) Energy.png 18x Energy output (250 ~ 5000) Energy.png 24x Energy output (350 ~ 10000)
Research 24%
  • Energy.png 6x Energy output (100 ~ 1000)
  • Research.png 6x Research output (each 100 ~ 1000)
  • Energy.png 12x Energy output (150 ~ 2000)
  • Research.png 12x Research output (each 150 ~ 2000)
  • Energy.png 18x Energy output (250 ~ 5000)
  • Research.png 18x Research output (each 250 ~ 5000)
Fleet
Ships received based on largest class enclave has
24%
0% if patron uses >95% of Mod navy size add.png naval capacity
  • Energy.png 6x Energy output (100 ~ 1000)
  • 1 Battleship and 2 Corvettes, or 6 Corvettes
  • Energy.png 12x Energy output (150 ~ 2000)
  • 2 Battleships and 4 Corvettes, 4 Cruisers,
  • 3 Destroyers and 6 Corvettes, or 12 Corvettes
  • Energy.png 18x Energy output (250 ~ 5000)
  • 4 Battleships and 4 Corvettes, 4 Cruisers and 6 Destroyers,
  • 7 Destroyers and 6 Corvettes, or 20 Corvettes
Special
Ships received based on largest class enclave has
2%
  • Energy.png 6x Energy output (100 ~ 1000)
  • Minerals.png 6x Minerals output (100 ~ 1000)
  • 1 Cruiser or 3 Corvettes
  • Energy.png 12x Energy output (150 ~ 2000)
  • Minerals.png 12x Minerals output (150 ~ 2000)
  • Research.png 12x Research output (each 250 ~ 100000)
  • 1 Battleship and 2 Corvettes, 2 Cruisers,
  • 2 Destroyers and 2 Corvettes, or 6 Corvettes
  • Energy.png 18x Energy output (250 ~ 5000)
  • Minerals.png 18x Minerals output (250 ~ 5000)
  • Research.png 18x Research output (each 350 ~ 100000)
  • 2 Battleships and 4 Corvettes, 4 Cruisers,
  • 3 Destroyers and 6 Corvettes, or 12 Corvettes
Financial Troubles
Choose one of three options:
2%

Energy.png 6x Energy output (100 ~ 1000), and enclave gains Financial Troubles modifier for 10 years


Kills current enclave ruler, and enclave gains Financial Troubles modifier for 2.78 years


Subsize enclave, based on tier (below), and gain Diplomacy opinion.png +20 opinion

  • Energy.png −1000 Energy
  • Influence.png +50 Influence
  • Energy.png −2500 Energy
  • Influence.png +75 Influence
  • Energy.png −10000 Energy
  • Influence.png +100 Influence

Patrons that have at least Diplomacy opinion.png 80 opinion with the enclave can ask it to recall a fleet hired by another empire for a scaling cost and Diplomacy opinion.png −15 opinion; the fleet is recalled after 6 months and then 3 months later hired to the patron for 10 years. The patron can also offer to upgrade the enclave, up to 5 times; upgrading improves the tier of its weapons and grants Diplomacy opinion.png +20 opinion each time, but also increases the fleet recall costs.

Enclave tier Upgrade cost Fleet recall cost Base patron dividend time Enclave loadout
Energy.png Energy Alloys.png Alloys Energy.png Energy Influence.png Influence Extra large Large Medium Small Guided Point defense Hangar
0 - - 1500 50 20 years 0 3 3 1 2 1 2
1 1000 500 3000 75 14.3 years 0 3 3 1 2 1 2
2 2500 1250 6000 100 11.1 years 0 6 6 2 4 2 4
3 5500 2750 10000 125 9.08 years 0 6 6 2 4 2 4
4 10000 5000 15000 150 7.75 years 1 6 6 2 4 2 4
5 13000 6500 22000 200 6.66 years 1 6 6 2 4 2 4

Mercenary enclaves build and upgrade ships the same way playable empires do, using all technologies researched by the empire that founded the enclave at the time of the founding. The enclave's patron can grant the enclave all its researched technologies, gaining Energy.png +1000 energy and Diplomacy opinion.png +15 opinion.

Attacking enclaves[edit | edit source]

While enclaves will never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. With around 10k fleet power and highest level weapons they are no easy prey. Various rewards can be salvaged from their remnants, depending on the type of enclave destroyed.

Enclaves flag curator.png Curator station Enclaves flag artist.png Artisan station Enclaves flag trader.png Trader enclave Enclaves flag salvagers.png Salvager enclave Enclaves flag shroudwalkers.png Shroud-Touched station Unknown.png Mercenary enclave
Loadout
  • Extra large 1 Lance T2
  • Guided 4 Torpedo T3
  • Large 6 Energy Torpedo T2
  • Medium 6 Disruptor T3
  • Small 6 Disruptor T3
  • Point defense 4 Point-Defense T3
  • Large 10 Armor T5
  • Large 10 Shield T5
  • Auxiliary 2 Shield Capacitor
  • Ship part sensor 4.png Tachyon Sensors
  • Extra large 1 Arc Emitter T2
  • Guided 4 Missile T5
  • Large 6 Laser T5
  • Medium 6 Plasma Cannon T3
  • Small 6 Autocannon T3
  • Point defense 4 Point-Defense T3
  • Large 10 Armor T5
  • Large 10 Shield T5
  • Auxiliary 2 Shield Capacitor
  • Ship part sensor 4.png Tachyon Sensors
  • Extra large 1 Cannon T2
  • Guided 4 Multi-Missiles T2
  • Large 6 Artillery T2
  • Medium 6 Kinetic T5
  • Small 6 Autocannon T3
  • Point defense 4 Flak T2
  • Large 10 Armor T5
  • Large 10 Shield T5
  • Auxiliary 2 Shield Capacitor
  • Ship part sensor 4.png Tachyon Sensors
  • Extra large 1 Cannon T2
  • Large 6 Laser T5
  • Medium 6 Plasma Cannon T3
  • Point defense 4 Flak T3
  • Small 5 Small Cutting Laser
  • Large 7 Armor T5
  • Large 8 Shield T5
  • Large 3 Hull T2
  • Auxiliary 2 Shield Capacitor
  • Auxiliary 1 Nanite Repair System
  • Auxiliary 1 Orbital Trash Dispenser
  • Extra large 3 Arc Emitter T2
  • Large 6 Laser T3
  • Medium 3 Null Void Beam
  • Point defense 6 Point-Defense T3
  • Large 18 Shield T6
  • Auxiliary 3 Shield Capacitor
Unknown.png Depends on patron upgrades
Reward
  • Engineering research 1000 Engineering Research
  • Physics Research 1000 Physics Research
  • Society research 1000 Society Research
  • Energy.png 2000 Energy Credits
  • Minerals.png 2000 Minerals
  • Energy.png 2000 Energy Credits
  • Minerals.png 2000 Minerals
  • Energy.png 1500 Energy Credits
  • Alloys.png 7000 Alloys
  • Unity.png 10000 Unity
  • Zro.png 500 Zro
  • Energy.png 2000 Energy Credits
  • Alloys.png 2000 Alloys
AI Opinion change −15 0 −15 0 0 0

Enclave stations do not drop debris for salvage. Attacking a Curator, Artisan or Shroud-Touched enclave will make every enclave station of the same type unavailable for trade.

Crystalline empire[edit | edit source]

If playing with the Origin void dwellers.png Void Dwellers origin (AI empires can't trigger it) then there is a 1% chance that during the mid-game a unique enclave known as the Crystalline Empire will spawn near the galactic core. Its system does not have hyperlane connections but will have a wormhole to a random system in the galaxy. Empires that are not Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal and did not attack them can offer to help them every 20 years to receive one of the following:

  • 1 use of the Decision deal.png Settle Crystalline Refugees decision on a Planet habitat.png Habitat for 10 years (10 Influence.png Influence for 5 Trait pc ring preference.pngTrait void dweller positive.pngIntelligent.pngTrait docile.pngPop.png Pops)
  • 1 use of the Decision deal.png Crystalline Construction decision on a Planet habitat.png Habitat for 10 years (10 Influence.png Influence for +8 Housing.png Housing and −10% Mod planet building cost mult.png Building Cost)
  • A level 7 Scientist.png Scientist

Destroying the Crystalline Empire enclave grants no rewards.

Enigmatic Cache[edit | edit source]

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 if any player empire is at peace and set course for the nearest empire that is not at war. Upon taking damage to its hull it will instantly teleport away to the closest system with a Gateway or L-Gate.

Once the Enigmatic Cache enters an empire's borders it will start orbiting each one of the empire's colonies for a decade. As long as it orbits a colony it gives it a +30% Research.png Research Output modifier but also −10% Mod pop happiness.png Happiness to any pops with the Xenophobe.png Xenophobe ethic. 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.png Influence. The special project costs 2500 Engineering research Engineering research and finishing it refunds 90-250 Engineering research Engineering 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.

Enigmatic Uplifting
After all colonies in the galaxy have been scanned, the Enigmatic Cache will go to the capital of a biological empire that did not attack it and request to uplift the main species via a special project that takes 2 years. In multiplayer the human player with the lowest Relative power icon.png Relative Power is chosen, random if tied. In singleplayer the player empire is always chosen.

Enigmatic Dreams
If main species doesn't have intelligent or quick learners, 60 to 80 days into the project there's a 50% chance to be given the choice between aborted the uplift or inflicting the Fatigued modifier (−30% resources from jobs) on 60 random non-robotic main species pops that have one of the following jobs:

Pop job.png Job Gestalt consciousness.png Gestalt Consciousness Job0
Job default.png Unemployed
Job researcher.png Researcher Brain Drone Brain Drone / Job researcher.png Calculator
Job foundry.png Metallurgist Job foundry.png Foundry Drone / Job foundry.png Fabricator
Job artisan.png Artisan Job artisan.png Artisan Drone
Job culture worker.png Culture Worker
Job chemist.png Chemist Job chemist.png Chemist Drone
Job translucer.png Translucer Job translucer.png Translucer Drone
Job gas refiner.png Gas Refiner Job gas refiner.png Gas Refiner Drone
Job technician.png Technician Job technician.png Technician Drone
Job miner.png Miner Job miner.png Mining Drone
No.png Job farmer.png Agri-Drone
Job crystal miner.png Crystal Miner Job crystal miner.png Crystal Mining Drone
Job gas extractor.png Gas Extractor Job gas extractor.png Gas Extraction Drone
Job mote harvester.png Mote Harvester Job mote harvester.png Mote Harvesting Drone

The modifier lasts until the uplift process is completed or aborted.

Alert
130 to 170 days into the project the empire will be notified that the Enigmatic Cache is deteriorating. 4 random non-robotic main species pops (with the same job restrictions as Enigmatic Dreams) gain the Vegetable modifier (−80% resources from jobs) until the uplift is completed or aborted, and the player is offered the following options:

  • Abort the uplift, causing the Enigmatic Cache to teleport away and never return.
  • Ignore it. Once the project is complete, the 4 pops with the Vegetable modifier gain the Trait uplifted.png Unlifted trait (−60% Research.png Research), all other non-robotic main species pops gain the Trait uplifted.png Somewhat Uplifted trait (+10% Research.png Research), and all of them will gain the PTSD modifier (−20% Mod pop happiness.png Happiness) for 10 years. The Enigmatic Cache will remain in orbit above the capital and permanently give its Research.png Research Output modifier.
  • Issue a special project to repair the Enigmatic Cache with a construction ship. Once the uplift is complete, if the repair project was finished the main species will gain the Trait uplifted.png Uplifted trait (+10% Job researcher.png Researcher output and +25% Mod leader species exp gain.png Leader Experience Gain) and lose the Slow Learners.png Slow Learners trait. The Enigmatic Cache will also remain in orbit above the capital and permanently give its Research.png Research Output modifier. If any pops from the main species didn't have the Intelligent.png Intelligent or Quick Learners.png Quick Learners trait, there's a 75% chance they gain the Ignorance is Bliss modifier (−10% Mod pop happiness.png Happiness) for 10 years.

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

References[edit | edit source]

Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsArchaeological siteFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliensGuardians
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsJobsStarbaseTerraformingMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalitiesIntelligence
Warfare WarfareSpace warfareLand warfareShipShip designer
Others TraitsPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs