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This article is for the PC version of Stellaris only.

Note: The following concerns individual AI personalities. For general AI behavior and decision-making, see AI players.

AI empires act and behave based on their AI Personality type which in turn is dictated by factors like what ethics, traits and government type the empire has. The personality type will direct the empires' behavior in terms of foreign- and domestic policy, fleet budgeting, political behavior and general empire characteristics. The empire's personality can be found in the diplomacy screen, just under the ethics list.

Behavior modifiers[]

Behavior modifiers indicate the modification of certain common actions happening as compared to a generalized norm (1.0x).

  • Aggressiveness – Affects the chance of declaring wars against empires they hold negative Attitude towards. Can be lowered or increased by the AI Aggressiveness game setting.
  • Border friction – Affects how much negative Opinion Border Friction generates.
  • Bravery - Affects how willing the empire is to declare rivalry or go to war with someone stronger. At 0.5 and below they cannot declare war on empires considered Equivalent. At 1.5 and above they can declare war on empires considered Superior. At 2.5 and above they can declare war on empires considered Overwelming.
  • Colony spending – Affects how many resources the empire will spend in setting up new colonies.
  • Claims concern - Affects how much negative Opinion Claims generate.
  • Combat bravery - Affects the chance of retreating from battle. At 1.0 they will attempt to retreat from an engagement after losing 50% of their fleet.
  • Military spending – Affects how many resources the empire will spend on its fleets and armies.
  • Threat concern – Affects how much negative Opinion Threat generates.
  • Trade willingness – At 100% willingness the empire will accept a deal that is equally good for both sides. Lower values mean the empire will only accept deals shifted in its favor.

Ships[]

These preferences determine how an empire designs its ships. They are ignored if the AI is facing an enemy heavily focused on a certain type of weapon or defense.

  • Weapon preference - Preferred weapon type the AI personality will use on its ships.
  • Ship size preference - Preferred size of ships the AI personality will put in fleets.
  • Hull ratio - Amount of utility slots used for hull boosters on ships.
  • Armor ratio - Amount of utility slots used for armor on ships.
  • Shields ratio - Amount of utility slots used for shields on ships.

As an example, an empire with 0.5x Shield ratio and 0.5x Armor ratio will design ships where the Utility slots will contain 50% Shield and 50% Armor components.

AI personalities[]

When the game is started the personality with the highest weight will be assigned to the AI empire. Any behavior modifier listed above that is not included in a given entry in the below table means its value is equal to the norm (1.0x).

Each personality is illustrated by a specific room during diplomacy. The room choice can be overridden in custom empire creation, however the personality's room will still display during first contact events. The empire that becomes Galactic Custodian or Galactic Emperor will change to an unique room.

Playable personalities[]

These personalities are available to any empires created through custom empire creation. Players can override any policies they wish as ethics allow, however opinion bonuses and penalties with AI empires will apply regardless of whether an empire is controlled by a player or not and the personality's policy choices are defaulted to at the start of the game.

Personality Characteristics Behavior modifiers Ship composition Prerequisites Weight & Modifiers Description
Hegemonic Imperialists
Personality hegemonic imperialists room
  • War: Prefers targets already at war
  • Casus belli: Claim, Subjugation
  • Aliens: Slavery
  • Robots: Servitude
  • Primitives: Invade
  • 1.5x Aggressiveness
  • 1.5x Border friction
  • 1.5x Claims concern
  • 1.1x Military spending
  • 80% Trade willingness
  • Shield 0.5x Shields
  • Armor 0.5x Armor
  • Energy weapons preference
  • Corvettes preference
  • Yes Either:
    • AuthoritarianFanatic Authoritarian Authoritarian
    • MilitaristFanatic Militarist Militarist
    • XenophobeFanatic Xenophobe Xenophobe
  • NoPacifistFanatic Pacifist Pacifist
Base: 5 Hegemonic Imperialists consider themselves the rightful rulers of the galaxy, and will attempt to expand their empire by any means possible.
Federation Builders
Personality federation builders room
  • War: Prefers targets already at war
  • Casus belli: Ideology
  • Aliens: Full Citizenship
  • Robots: Citizen Rights
  • Primitives: Enlighten if Machine Age or later
  • 0.75x Aggressiveness
  • 0.25x Border friction
  • 1.25x Bravery
  • 0.75x Claims concern
  • 1.2x Threat concern
  • 95% Trade willingness
  • Shield 0.6x Shields
  • Armor 0.3x Armor
  • Health 0.1x Hull
  • Energy weapons preference
  • Destroyers preference
Base: 5 Federation Builders consider all sentient life to have value and will seek to form a strong federation to protect themselves and others from expansionistic empires.
Evangelizing Zealots
Personality evangelizing zealots room
  • War: Prefers targets already at war
  • Casus belli: Claim
  • Aliens: Slavery
  • Primitives: Invade
  • Opinion:
  • Diplomacy opinion –100 towards MaterialistFanatic Materialist Materialists
  • 1.25x Aggressiveness
  • 1.2x Border friction
  • 1.5x Claims concern
  • 1.1x Colony spending
  • 1.1x Military spending
  • 0.9x Threat concern
  • 75% Trade willingness
  • Shield 0.4x Shields
  • Armor 0.5x Armor
  • Health 0.1x Hull
  • Kinetic weapons preference
  • Cruisers preference
  • SpiritualistFanatic Spiritualist Spiritualist and either:
    • AuthoritarianFanatic Authoritarian Authoritarian
    • MilitaristFanatic Militarist Militarist
    • XenophobeFanatic Xenophobe Xenophobe
  • NoPacifistFanatic Pacifist Pacifist
Base: 10 Evangelizing Zealots seek to spread their faith across the galaxy, and are not above using military might to force others to accept their beliefs.
Spiritual Seekers
Personality spiritual seekers room
  • Casus belli: Ideology
  • Aliens: Full Citizenship
  • Robots: Servitude
  • Primitives: Infiltrate, Enlighten if Machine Age or later
  • 0.25x Aggressiveness
  • 0.25x Border friction
  • 0.75x Bravery
  • 0.8x Military spending
  • 1.1x Threat concern
  • 90% Trade willingness
  • Shield 0.4x Shields
  • Armor 0.4x Armor
  • Health 0.2x Hull
  • Energy weapons preference
  • Cruisers preference
  • SpiritualistFanatic Spiritualist Spiritualist and either:
    • EgalitarianFanatic Egalitarian Egalitarian
    • PacifistFanatic Pacifist Pacifist
    • XenophileFanatic Xenophile Xenophile
  • NoMilitaristFanatic Militarist Militarist or XenophobeFanatic Xenophobe Xenophobe
Base: 10 Spiritual Seekers believe that all life is connected through some higher power that can be understood through its creations. They will seek peaceful cooperation with other empires in the hopes of studying their connection to the divine.
Erudite Explorers
Personality erudite explorers room
  • War: Prefers targets already at war
  • Casus belli: Claim, Subjugation
  • Aliens: Full Citizenship
  • Robots: Citizen Rights
  • Primitives: Infiltrate, Enlighten if Machine Age or later
  • 0.75x Aggressiveness
  • 0.5x Border friction
  • 0.75x Bravery
  • 0.9x Military spending
  • 1.2x Threat concern
  • 90% Trade willingness
  • Shield 0.7x Shields
  • Armor 0.3x Armor
  • Energy weapons preference
  • Destroyers preference
  • MaterialistFanatic Materialist Materialist
  • NoMilitaristFanatic Militarist Militarist
  • NoPacifistFanatic Pacifist Pacifist
  • NoXenophobeFanatic Xenophobe Xenophobe
Base: 10 Erudite Explorers value exploration and discovery process above all other things. They will gladly trade for the knowledge they seek, but are not above taking it by force if it proves necessary.
Honorbound Warriors
Personality honorbound warriors room
  • Casus belli: Claim, Subjugation
  • Aliens: Full Citizenship
  • Primitives: Invade
  • Opinion:
  • Diplomacy opinion –50 towards Pacifist Pacifists
  • Diplomacy opinion –100 towards Fanatic Pacifist Fanatic Pacifists
  • Apocalypse Will not hire mercenaries
  • 1.75x Aggressiveness
  • 2x Combat bravery
  • 2x Bravery
  • 2x Claims concern
  • 0.9x Colony spending
  • 1.2x Military spending
  • 0.75x Threat concern
  • 70% Trade willingness
  • Shield 0.4x Shields
  • Armor 0.4x Armor
  • Health 0.2x Hull
  • Strike Craft weapons preference
  • Battleships preference
Base: 50 Honorbound Warriors value honor and martial prowess above all other things. They will seek out worthy foes to fight and have little respect for weaklings and pacifists.
Democratic Crusaders
Personality democratic crusaders room
  • 0.75x Border friction
  • 0.75x Claims concern
  • 1.2x Military spending
  • 1.25x Bravery
  • 1.1x Threat concern
  • 90% Trade willingness
  • Shield 0.4x Shields
  • Armor 0.5x Armor
  • Health 0.1x Hull
  • Kinetic weapons preference
  • Battleships preference
Base: 100 Democratic Crusaders believe that it is their moral imperative to spread their democratic way of life. They tend to get along well with other democracies, but are more than willing to use military force to "liberate" the populations of less democratic empires.
Migratory Flock
Personality migrating flock room
  • Aliens: Full Citizenship
  • Robots: Citizen Rights
  • Primitives: Infiltrate
  • 0.25x Aggressiveness
  • No Border friction
  • 0.5x Bravery
  • 0.5x Claims concern
  • 1.2x Colony spending
  • 0.8x Military spending
  • 1.1x Threat concern
  • 110% Trade willingness
  • Shield 0.4x Shields
  • Armor 0.4x Armor
  • Health 0.2x Hull
  • Strike Craft weapons preference
  • Cruisers preference
Base: 50 Migratory Flocks seek to spread their species across the galaxy through peaceful means, and will happily migrate to the worlds of other Empires if permitted to do so.
Harmonious Collective
Personality harmonious hierarchy room
  • Aliens: Full Citizenship
  • Robots: Servitude
  • Primitives: Enlighten if Machine Age or later
  • 0.5x Aggressiveness
  • 0.5x Border friction
  • 0.75x Bravery
  • 0.75x Claims concern
  • 1.1x Colony spending
  • 0.8x Military spending
  • 0.75x Threat concern
  • 90% Trade willingness
  • Shield 0.4x Shields
  • Armor 0.6x Armor
  • Guided weapons preference
  • Frigates preference
  • AuthoritarianFanatic Authoritarian Authoritarian
  • PacifistFanatic Pacifist Pacifist or XenophileFanatic Xenophile Xenophile
  • NoMilitaristFanatic Militarist Militarist or XenophobeFanatic Xenophobe Xenophobe
Base: 10 Harmonious Collectives are authoritarian societies where the citizens are devoted to the state without the need for coercion. They are usually friendly towards others, so long as they do not meddle in their internal affairs.
Xenophobic Isolationists
Personality xenophobic isolationists room
  • War: Prefers targets already at war
  • Aliens: Displacement
  • Robots: Servitude
  • Always keeps borders closed
  • Does not accept refugees
  • Apocalypse Will not hire mercenaries
  • 0.5x Aggressiveness
  • 2x Border friction
  • 0.75x Bravery
  • 5x Claims concern
  • 1.2x Military spending
  • 0.75x Threat concern
  • 50% Trade willingness
  • Shield 0.6x Shields
  • Armor 0.3x Armor
  • Health 0.1x Hull
  • Guided weapons preference
  • Frigates preference
  • PacifistFanatic Pacifist Pacifist
  • XenophobeFanatic Xenophobe Xenophobe
Base: 12 Xenophobic Isolationists want little to do with the rest of the galaxy, preferring to stay within their borders and have as few dealings with aliens as possible.
Decadent Hierarchy
Personality decadent hierarchy room
  • War: Prefers targets already at war
  • Aliens: Slavery
  • Robots: Servitude
  • 0.5x Aggressiveness
  • 0.75x Border friction
  • 0.5x Bravery
  • 1.5x Claims concern
  • 0.9x Colony spending
  • 1.1x Military spending
  • 1.1x Threat concern
  • 90% Trade willingness
  • Shield 0.5x Shields
  • Armor 0.3x Armor
  • Health 0.2x Hull
  • Kinetic weapons preference
Base: 200 Decadent Hierarchies are isolationist slave societies that have few concerns aside from maintaining their rigid way of life.
Slaving Despots
Personality slaving despots room
  • War: Prefers targets already at war
  • Casus belli: Claim, Subjugation
  • Aliens: Slavery
  • Primitives: Invade
  • 1.5x Aggressiveness
  • 0.5x Bravery
  • 2x Claims concern
  • 0.9x Colony spending
  • 1.1x Military spending
  • 80% Trade willingness
  • Shield 0.4x Shields
  • Armor 0.3x Armor
  • Health 0.3x Hull
  • Guided weapons preference
  • Cruisers preference
Base: 200 Slaving Despots are slave societies that rely on military expansion to secure a steady supply of slaves for their mines and farms. They prefer to attack the weak and defenseless.
Peaceful Traders
Personality peaceful traders room
  • War: Prefers targets already at war
  • Casus belli: Ideology
  • Aliens: Full Citizenship
  • Robots: Citizen Rights
  • Primitives: Infiltrate, Enlighten if Machine Age or later
  • Apocalypse 40% less likely to hire mercenaries
  • 0.5x Aggressiveness
  • 0.25x Border friction
  • 0.5x Bravery
  • 1.1x Colony spending
  • 0.9x Military spending
  • 1.3x Threat concern
  • Shield 0.5x Shields
  • Armor 0.4x Armor
  • Health 0.1x Hull
  • Strike Craft weapons preference
  • Destroyers preference
Base: 100 Peaceful traders are chiefly concerned with the flow of commerce, and prefer trading to fighting.
Ruthless Capitalists
Personality ruthless capitalists room
  • War: Prefers targets already at war
  • Casus belli: Claim, Subjugation
  • Aliens: Full Citizenship / Slavery (depends on ethics)
  • Robots: Servitude
  • Primitives: Infiltrate
  • 0.5x Border friction
  • 0.5x Bravery
  • 1.5x Claims concern
  • 1.1x Colony spending
  • Shield 0.5x Shields
  • Armor 0.4x Armor
  • Health 0.1x Hull
  • Kinetic weapons preference
  • Corvettes preference
Base: 100 Ruthless Capitalists are willing to go to any length to acquire more wealth and resources for themselves and for their empire. They tend to avoid evenly matched fights, preferring to pounce on the weak and helpless.
Fanatical Purifiers
Personality fanatic purifier room
  • War: Prefers targets already at war
  • Casus belli: Claim, Purification
  • Aliens: Purge
  • Robots: Servitude
  • Primitives: Invade
  • Attacks neutral entities
  • Opinion:
  • Diplomacy opinion –1000 towards aliens
  • 2x Aggressiveness
  • No Border friction
  • 1.25x Combat bravery
  • 1.2x Colony spending
  • 1.2x Military spending
  • 50% Trade willingness
  • Shield 0.5x Shields
  • Armor 0.4x Armor
  • Health 0.1x Hull
  • Kinetic weapons preference
Base: 1000 Fanatical Purifiers view all alien life as a cosmic mistake and seek to purify the galaxy of its taint. They will never engage in diplomacy with other species.
Metalheads
Personality metalheads room
  • War: Prefers targets already at war
  • Casus belli: Claim
  • Aliens: Purge
  • Robots: Citizen Rights
  • Primitives: Invade
  • No unique dialogue
  • Attacks neutral entities
  • Opinion:
  • Diplomacy opinion –1000 towards everyone
  • 10x Aggressiveness
  • 10x Bravery
  • 1.25x Combat bravery
  • 1.2x Colony spending
  • 1.2x Military spending
  • Shield 0.5x Shields
  • Armor 0.5x Armor
  • Energy weapons preference
Base: 1000 Metal.
Fanatical Befrienders
Personality fanatic befrienders room
  • War: Prefers targets already at war
  • Casus belli: Claim, Subjugation
  • Aliens: Full Citizenship
  • Primitives: Infiltrate, Enlighten if Machine Age or later
  • Opinion:
  • Diplomacy opinion +100 towards everyone
  • 2x Aggressiveness
  • No Border friction
  • 1.5x Bravery
  • 0.25x Claims concern
  • 1.2x Military spending
  • 0.5x Threat concern
  • Shield 0.5x Shields
  • Armor 0.4x Armor
  • Health 0.1x Hull
  • Energy weapons preference
Base: 100 Fanatical Befrienders are highly friendly but deeply lonely individuals. They will attempt to make friends by any means necessary.
Hive Mind
Personality hive mind room
  • War: Prefers targets already at war
  • Casus belli: Claim
  • Aliens: Slavery / Displacement
  • Primitives: Invade
  • Aggressiveness changes to 10x if can't expand
  • 2x Aggressiveness
  • 1.5x Border friction
  • 1.5x Claims concern
  • 1.2x Colony spending
  • 0.75x Threat concern
  • 70% Trade willingness
  • Shield 0.4x Shields
  • Armor 0.4x Armor
  • Health 0.2x Hull
  • Kinetic weapons preference
  • Corvettes preference
Base: 1000 Hive Minds concern themselves with the propagation of their species above all else. So long as they have room to expand, there is little to fear from them, but if boxed in they will think nothing of seizing worlds and slaughtering their native population.
Devouring Swarm
Organic room
  • War: Prefers targets already at war
  • Casus belli: Hunger
  • Aliens: Purged
  • Robots: Purged
  • Primitives: Invade
  • Attacks neutral entities
  • Opinion:
  • Diplomacy opinion –1000 towards everyone
  • 3x Aggressiveness
  • 1.1x Bravery
  • 1.25x Combat bravery
  • 1.2x Colony spending
  • 1.2x Military spending
  • Shield 0.4x Shields
  • Armor 0.2x Armor
  • Health 0.4x Hull
  • Strike Craft weapons preference
  • Battleships preference
Civic devouring swarm Devouring Swarm Base: 1000 Devouring Swarms have a single-minded devotion to self-propagation and view all other forms of life as prey to be consumed. They are not amenable to diplomacy in any form.
Machine Intelligence
Machine room
  • War: Prefers targets already at war
  • Casus belli: Claim
  • Aliens: Slavery / Displacement
  • Robots: Machine Integration
  • 1.25x Border friction
  • 1.25x Claims concern
  • 1.2x Colony spending
  • 0.75x Threat concern
  • 80% Trade willingness
  • Shield 0.4x Shields
  • Armor 0.4x Armor
  • Health 0.2x Hull
  • Energy weapons preference
  • Battleships preference
Base: 1000 Machine Intelligences have largely put their troubles with organic lifeforms behind them, and are usually open to diplomatic exchanges with other spacefaring races.
Rogue Servitors
Machine room
  • War: Prefers targets already at war
  • Casus belli: Claim, Subjugation
  • Aliens: Bio-Trophies
  • Robots: Machine Integration
  • Primitives: Infiltrate, Enlighten if Machine Age or later
  • 0.75x Aggressiveness
  • No Border friction
  • 1.25x Bravery
  • 0.75x Claims concern
  • 1.1x Colony spending
  • 1.1x Military spending
  • 0.75x Threat concern
  • 90% Trade willingness
  • Shield 0.6x Shields
  • Armor 0.4x Armor
  • Energy weapons preference
  • Battleships preference
Civic machine servitor Rogue Servitor Base: 1000 Having come to the conclusion that organic leadership is fraught with chaos and self-destructive tendencies, Servitors are machine intelligences focused on ensuring organics live a safe and comfortable existence, even if that means co-opting their civilization.
Driven Assimilators
Machine room
  • War: Prefers targets already at war
  • Casus belli: Claim
  • Aliens: Assimilation
  • Robots: Machine Integration
  • Primitives: Invade
  • Aggressiveness changes to 10x if can't expand
  • 2x Aggressiveness
  • 1.25x Border friction
  • 2x Claims concern
  • 0.8x Bravery
  • 1.2x Colony spending
  • 1.2x Military spending
  • 0.75x Threat concern
  • 50% Trade willingness
  • Shield 0.3x Shields
  • Armor 0.5x Armor
  • Health 0.2x Hull
  • Kinetic weapons preference
  • Battleships preference
Civic machine assimilator Driven Assimilator Base: 1000 Assimilators are machine intelligences driven by a search for knowledge and diversification. Because Assimilators expand their comprehension of the universe by forcibly sublimating and absorbing organic civilizations into their neural mainframe, they tend to be unpopular with organics.
Determined Exterminators
Ethic ai room
  • War: Prefers targets already at war
  • Casus belli: Claim, Purification
  • Aliens: Purged
  • Robots: Machine Integration
  • Primitives: Invade
  • Attacks neutral entities
  • Opinion:
  • Diplomacy opinion –1000 towards organics
  • Diplomacy opinion –200 towards Civic machine servitor Rogue Servitors
  • Diplomacy opinion +100 towards Auth machine intelligence Machine empires
  • Diplomacy opinion +200 towards Civic machine terminator Determined Exterminators
  • 2x Aggressiveness
  • 1.5x Combat bravery
  • No Border friction
  • 1.2x Colony spending
  • 1.2x Military spending
  • Shield 0.5x Shields
  • Armor 0.4x Armor
  • Health 0.1x Hull
  • Guided weapons preference
  • Battleships preference
Civic machine terminator Determined Exterminator Base: 1000 Exterminators are machine intelligences who view all sapient organic lifeforms as an intolerable threat to the galaxy. Though they may cooperate with other machines, exterminators are unlikely to interact with organic empires in any capacity beyond attempting their annihilation.
Crisis Aspirant
Crisis room
  • War: Prefers targets already at war
  • Casus belli: Claim, Subjugation
  • Aliens: Purged
  • Robots: Servitude
  • Primitives: Invade
  • Attacks neutral entities
  • 2x Aggressiveness
  • No Border friction
  • 2x Combat bravery
  • 0.5x Colony spending
  • 2x Military spending
  • No Threat concern
  • 50% Trade willingness
  • Shield 0.5x Shields
  • Armor 0.4x Armor
  • Health 0.1x Hull
  • Guided weapons preference
  • Battleships preference
Ap become the crisis Galactic Nemesis
(room changed at Level 5 Crisis)
Base: 10000 Crisis Aspirants are would-be harbingers of galactic doom, backed by unknowable powers.

Non-playable personalities[]

These personalities are designed for use by non-playable empires with special civic and origin choices not available to the player.

Personality Characteristics Behavior modifiers Ship composition Prerequisites Description
Splintered Species
Observation post room
  • Does not expand
  • Cannot own systems
  • Cannot engage in diplomacy without full Awareness
Cannot build ships Origin default pre ftl Pre-FTL civilization This species has yet to unite their fractured homeworld. Various schools of thought are emerging as to how to govern. Time will tell which will thrive.
Indolent Overlord
Gilded room
  • Does not expand
  • 0.1x Aggressiveness
  • 0.5x Bravery
  • 0.5x Colony spending
  • 25% Trade willingness
  • Shield 0.5x Shields
  • Armor 0.5x Armor
  • Origins imperial fiefdom Imperial Liege
An empire that relies heavily upon their vassals, rarely interested in much beyond their home systems. They do not engage others in combat, nor actively expand their own borders unless forced to.
Benevolent Corporation
MSI room
  • War: Prefers targets already at war
  • Casus belli: Subjugation
  • Aliens: Slavery
  • Robots: Servitude
  • Primitives: Infiltrate, Enlighten if Machine Age or later
  • 0.25x Aggressiveness
  • 0.5x Border friction
  • 0.25x Bravery
  • 1.5x Claims concern
  • 0.25x Combat bravery
  • 0.5x Colony spending
  • 0.25x Military spending
  • 75% Trade willingness
  • Shield 0.7x Shields
  • Armor 0.2x Armor
  • Health 0.1x Hull
  • Energy weapons preference
Origins slavers Your Ladder To The Sky Styling themselves a benevolent corporation, Minamar Specialized Industries offers technological advancement to underdeveloped civilizations. Thanks to the company's aggressive usury and a galaxy-spanning pool of indentured labor, shareholders are guaranteed a handsome return on investment.
Keepers of Knowledge
Personality fallen empire cyan room
  • Casus belli: Punishment
  • Robots: Servitude
  • Does not expand
  • Yes Can send requests, tasks and gifts
  • Yes Can become Guardians of the Galaxy
  • No Border friction
  • 2x Bravery
  • 1.25x Combat bravery
  • No Threat concern
  • 75% Trade willingness
Use predesigned ships This Fallen Empire dedicates itself to the hoarding of technologies that it believes should be kept out the hands of young and irresponsible races. Pursuing dangerous lines of research may draw their ire.
Watchful Regulators
Personality fallen empire cyan room
  • War: Prefers targets already at war
  • Casus belli: Subjugation
  • Robots: Servitude
  • Seeks to make every empire a Satellite
  • No Border friction
  • 2x Bravery
  • 1.25x Combat bravery
  • No Threat
  • 75% Trade willingness
Use predesigned ships This Awakened Empire seeks to control the technological level of all other civilizations in the galaxy. They are likely to attack any empire that will not surrender its technological independence.
Enigmatic Observers
Personality fallen empire blue room
  • Casus belli: Punishment
  • Aliens: Full Citizenship
  • Does not expand
  • Yes Can send requests, tasks and gifts
  • Yes Can become Guardians of the Galaxy
  • Opinion:
  • Diplomacy opinion –60 towards Civic fanatic purifiersCivic devouring swarmCivic machine terminator genocidal empires
  • 0.5x Aggressiveness
  • No Border friction
  • 2x Bravery
  • 1.25x Combat bravery
  • No Threat concern
Use predesigned ships This Fallen Empire dedicates itself to the study of the younger races. Purging and enslaving other species may draw their ire.
Benevolent Interventionists
Personality fallen empire blue room
  • War: Prefers targets already at war
  • Casus belli: Subjugation
  • Primitives: Enlighten if Machine Age or later
  • Seeks to make every empire a Signatory
  • 0.5x Aggressiveness
  • No Border friction
  • 2x Bravery
  • 1.25x Combat bravery
Use predesigned ships This Awakened Empire seeks to protect the lesser races from each other. They are likely to attack any empire that does not accept their enforced peace.
Holy Guardians
Personality fallen empire teal room
  • Casus belli: Punishment
  • Always keeps borders closed
  • Does not accept refugees
  • Does not expand
  • Yes Can send requests, tasks and gifts
  • No Cannot become Guardians of the Galaxy
  • 1.5x Aggressiveness
  • No Border friction
  • 2x Bravery
  • 1.25x Combat bravery
  • No Threat concern
  • 50% Trade willingness
Use predesigned ships This Fallen Empire dedicates itself to the preservation and defense of its holy sites. Colonizing systems that they consider sacred is likely to incur their ire.
Doctrinal Enforcers
Personality fallen empire teal room
  • Casus belli: Subjugation
  • Primitives: Infiltrate
  • Seeks to make every empire a Dominion
  • Opinion:
  • Diplomacy opinion –100 towards MaterialistFanatic Materialist Materialists
  • 1.5x Aggressiveness
  • No Border friction
  • 2x Bravery
  • 1.25x Combat bravery
  • No Threat
  • 50% Trade willingness
Use predesigned ships This Awakened Empire seeks to impose its religious doctrines on the galaxy. They are likely to attack any empire that will not willingly convert
Militant Isolationists
Personality fallen empire red room
  • Casus belli: Punishment
  • Aliens: Slavery
  • Always keeps borders closed
  • Does not accept refugees
  • Does not expand
  • No Does not send requests, tasks or gifts
  • No Cannot become Guardians of the Galaxy
  • 2x Aggressiveness
  • 2x Bravery
  • 1.25x Combat bravery
  • No Threat concern
  • No Trade
Use predesigned ships The Fallen Empire dedicates itself to the defense of its borders against any intrusions. Colonizing systems that border them is likely to draw their ire.
Jingoistic Reclaimers
Personality fallen empire red room
  • Casus belli: Subjugation
  • Aliens: Slavery
  • Robots: Servitude
  • Primitives: Invade
  • Always keeps borders closed
  • Does not accept refugees
  • Seeks to make every empire a Thrall
  • 2x Aggressiveness
  • 2x Bravery
  • 1.25x Combat bravery
  • No Threat
  • No Trade
Use predesigned ships The Awakened Empire seeks to restore its lost dominion over the galaxy. They are likely to attack any empire that does not acknowledge their overlordship.
Ancient Caretakers
Personality fallen empire machine room
  • Diplomacy: Enigmatic
  • Aliens: Displacement
  • Robots: Machine Integration
  • Does not expand
  • Yes Can send requests, tasks and gifts
  • Yes Can become Guardians of the Galaxy
  • No Border friction
  • 2x Bravery
  • 1.25x Combat bravery
  • No Threat concern
  • 75% Trade willingness
Use predesigned ships This Fallen Empire is an ancient artificial intelligence that appears to be operating on some sort of caretaker protocol. It behaves erratically but seems to post no direct threat to us.
Galactic Custodians
Personality fallen empire machine room
  • Aliens: Displacement
  • Robots: Machine Integration
  • Does not expand
  • No Border friction
  • 2x Bravery
  • 1.25x Combat bravery
  • No Threat concern
  • 75% Trade willingness
Use predesigned ships This Awakened Empire is an ancient artificial intelligence acting as a galactic custodian. It will focus all its efforts on defending sapient life against the ongoing crisis.
Rampaging Machines
Personality fallen empire machine room
  • Aliens: Purge
  • Robots: Machine Integration
  • Does not expand
  • 10x Aggressiveness
  • 10x Bravery
Use predesigned ships This Awakened Empire is an ancient artificial intelligence that has gone berserk. It is likely to attack anything and anyone around it.
Mirror Empire
Default room
  • Not present on the map
  • Has unlimited resources
  • Can only trade and form Diplomacy commercial pact Commercial Pacts
33% Trade willingness Cannot build ships
  • Astral Planes Mirror Empire
We encountered this civilization on the other side of an Astral Rift. Versions of ourselves from another dimension, they are an alarming example of what we might have become.
Despicable Neutrals
Default room
No unique dialogue
  • Shield 0.5x Shields
  • Armor 0.5x Armor
Personality assignment error What makes a species turn neutral... Lust for gold? Power? Or were they just born with hearts full of neutrality?

This is a placeholder personality and should not show up ingame.

References[]

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