Version
This article is for the PC version of Stellaris only.
Stellaris has 174 different Steam achievements. Achievements have no in-game effects, the achievement just pops up in-game and then added to the player's Steam profile. It is possible to see the achievements sorted by the percentage of users that managed to complete each achievement by going to the game's global stats at Steam.
The difficulty of each achievement varies; some achievements are very easy (e.g. colonizing a planet), while some are extremely difficult (e.g. end-game crisis achievements). The below list groups the various achievements by a difficulty level as assessed by the wiki editors (uncategorized - UC - achievements haven't been assessed yet).
Achievements can only be gained in Ironman games. They can be earned while playing older versions of the game as long as said achievements were present in that version, as well as after any empire has attained victory.
Useful tricks[]
The zero empires trick[]
The easiest way to earn most achievements is to start a game without AI empires and maximum number of habitable worlds. This way achievements can be completed at your leisure. If an achievement requires the existence of another empire just create one planet sectors and then turn them into vassals.
The AI rebellion trick[]
A few achievements are particularly difficult because it requires an empire to act in a certain way beforehand. If the Synthetic Dawn DLC is installed you can exploit an AI rebellion to switch empires. Have as many Mechanical pops as possible to start with most systems from your previous empire and once the AI-Related Incidents situation is almost complete disband all fleets.
The multiplayer trick[]
A few achievements are particularly difficult because it requires an empire to act in a certain way. Easiest way to "help" these empire, to act like you want to do, is to host your singleplayer game in a multiplayer session. When you host the multiplayer game, you are given the full list of empires to control, so you can pick to play as every AI-Empire you want (not fallen empires/marauders). Pick the empire you want and do whatever this empire have to do. Then save and go back to the main menu and host your game again in a multiplayer session to repick your original empire.
List of achievements[]
The "Ver" column indicates in which version a certain achievement was added. Achievements cannot be earned prior to the version they were added in.
The "DI" column is for difficulty as assessed by wiki editors. VE = Very Easy, E = Easy, M = Medium, H = Hard, VH = Very Hard, I = Insane, UC = Uncategorized.
Base game[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Complete all levels of an archaeological site (without failing) | The Galactic Doorstep origin creates an archaeological site within the first years of the game. | 2.3 | VE | |
Number of owned planets > 1 | Starting the game with the Guaranteed Habitable Worlds setting to 1 or 2 creates very suitable planets nearby. | 1.0 | VE | |
Number of acquired rare techs > 0 | The Void Dwellers origin starts with a rare technology as a permanent research option. | 1.0 | VE | |
Has built a robot pop | The Mechanist origin starts with the technology to build robots. | 1.0 | VE | |
Requires Wormhole Stabilization and traveling through any wormhole. | Start the game with the Wormhole Pairs setting to X5. | 2.0 | VE | |
Has accumulated energy credits > 999 | 1.0 | VE | ||
Has surveyed all 16 celestial body types | 1.0 | VE | ||
Has traded with another empire | If no empire wants to trade, gifts count too. | 1.0 | VE | |
income >= 1. | Need to have >=1 income for all 11 tradable resources. Achievement tooltip is out of date. | 1.4 | VE | |
Has, as a xenophobe empire, destroyed and purged the sapient inhabitants of all other empires | The Fanatic Purifiers civic is perfect for the achievement
You will automatically obtain the achievement if you start a game with no other empires (set number of AI empires, fallen empires, primitives, and marauders to 0). |
1.4 | VE | |
Vivisect an alien in the first contact menu
|
The option is not available to all ethics. You are not guaranteed to catch the alien ships, so this may require multiple attempts. | 3.0 | VE | |
Have no negative events happen to you or another empire during First Contact. | The player has to have the Proactive or Cautious First Contact Protocol policy to get the achievement. | 3.0 | VE | |
Has conquered another species' homeworld | Custom empires with nothing but bad traits can be created. | 1.0 | E | |
Number of vassals > 2 | Creating 3 sectors and releasing them as vassals may be faster than forcefully vassalizing empires. | 1.0 | E | |
File:Terraform Liquids.png Has terraformed a planet | 1.0 | E | ||
Has uplifted a species | Start a game with Pre-FTL Civilizations and Pre-Sapient Species set to max. | 1.0 | E | |
Monthly income of minerals > 249 | 1.0 | E | ||
Choose to support the Galactic Community when it is first proposed | The Common Ground and Hegemon origins guarantee this achievement unless another empire has the same origins. | 2.6 | E | |
Has a planet with > 99 Pops. | 2.2 | E | ||
Have an System-Capital Complex on your capital | 1.0 | E | ||
Has accepted a gift from a patronising Enigmatic Observer or Keepers of Knowledge fallen empire | Accepting a request or completing a task will eventually lead to a gift being bestowed. | 1.4 | E | |
The ruler of your empire is different from your founding species | Oligarchic and Corporate authority changes rulers often and allows the manual selection of a ruler for 2000 Unity. | 1.4 | E | |
As a humanoid species, has completed Covert Infiltration of a primitive reptilian species and incorporated them into the empire | Setting Habitable Worlds to 0.25X and Pre-FTL Civilizations and Pre-Sapient Species to 5X[1] ensures a reptilian civilization is found more easily. | 1.4 | E | |
Don't go to war for 200 consecutive years as a Pacifist or Fanatic Pacifist empire | Starting the game with no AI empires makes getting this achievement a matter of time. | 1.4 | E | |
Has accumulated energy credits > 4999 | 1.0 | E | ||
Unlock all 42 Traditions | Start with the Tech/Tradition Cost setting to 0.25. | 2.0 | E | |
Has won a war | Must be the empire that declared war or was declared war against; being brought into a war via Defensive Pact, Independence Guarantee or Federation doesn't count. | 1.0 | E | |
Has a fleet with size > 119 | See Command Limit on how to increase the Command Limit. | 1.0 | E | |
Has > 9 pops of the primary species in Alien Zoo jobs | Have a sector with more 10 pops, release it as a vassal, then grant your new subject independence. When the truce expires, declare war, use a Colossus with a Devolving Beam (included with base game 3.7 update), then retake the planet. The Pre-Sapients policy must be set to Protected. Build an Alien Zoo. The pre-sapient version of your species will now all occupy "Conserved Fauna" jobs (not to be confused with the "Protected Fauna" job that only yields three jobs, thus only one zoo is required with 10 pre-sapient pops on one planet).
Note: Livestock slavery of your primary species through the Slaver Guilds or Indentured Assets civic and Xenophobe or Fanatic Xenophobe ethics does not work as the primary species will take up neither the "Protected Fauna" jobs nor "Conserved Fauna" jobs required for this (as of 3.7). |
3.7 | E | |
Number of acquired rare techs > 14 | The Void Dwellers origin starts with a rare technology as a permanent research option. | 1.0 | M | |
Is federation leader | Empires with the Fanatical Befrienders personality offer the highest acceptance rate. You can also create a custom empire with the Common Ground or Hegemon origin. | 1.0 | M | |
Gets > 999 energy credits from trade routes. | Wealth Creation trade policy needs 1000 Trade Value, all others require 2000. | 2.2 | M | |
Have a Citadel with > 39999 fleet power | 2.0 | M | ||
Has enlightened a primitive civilization from the Bronze or Stone Age | Setting Habitable Worlds to 0.25X and Pre-FTL Civilizations and Pre-Sapient Species to 5X[1] ensures a civilization with the correct era is found more easily. | 1.4 | M | |
Has genetically modified a species | Can be obtained from the start if the Toxoids DLC is installed via the Overtuned origin. | 1.0 | M | |
have fleet power > 99999 | 1.0 | M | ||
Own 4 Gateways which have been activated | Start a game with the Abandoned Gateways setting to 5X and the Galactic Doorstep origin. Alternatively, build 4 gateways once you have the technology and you will get the achievement once they are all finished. | 2.0 | M | |
Own at least 1 relics | Relics are most easily obtained from archaeological sites or completing the precursor event chain. | 2.3 | M | |
Have empires representing every ethic (it can be fanatic or normal) in your Federation | It is easier for the player's empire to change their own ethics when already in a federation with five unique ethics from other empires. The Federations DLC allows overcoming the federational invitation process by vasalizing empires with the subject joining law on yes. | 2.6 | M | |
Has terraformed a planet into a Gaia world | Gaia Worlds created by events also count. | 1.4 | M | |
Have total Pops > 499 and Enslaved Pops > 199 | The Slaver Guilds or Indentured Assets civic will ensure the correct ratio if you have 500 Pops. | 1.4 | M | |
Have 200 Starbases including Outposts | 2.0 | M | ||
Monthly income of minerals > 999 | 1.0 | M | ||
Use the active effect of a Relic by spending Unity or other resources | 2.3 | M | ||
Finished the game via one of the victory conditions | The zero empires trick will not work and disable this achievement, so allow an AI empire to spawn. Set the mid-game, end-game and victory years to minimum. If you need additional help playing on Civilian difficulty and force-spawn a custom empire with bad traits as your opponent. | 1.4 | M | |
Has completed a precursor event chain and travelled to the subsequently revealed system | 1.4 | M | ||
Have 100 Intel on five different empires at the same time. | The Sentry Array increases your passive Intel level by 40. Use the zero empires trick to focus on constructing the megastructure, then release 5 vassals. | 3.0 | H | |
Has invaded Earth, found in the Sol system, while it is in the machine age. Earth must spawn already in the Machine Age, not reach it via event or progress over time. | Sol has a 50% chance to spawn regardless of galaxy size if no empires have it as its starting system, therefore it is recommended that a tiny galaxy be used to make it easier to find and claim the Sol system. If it spawns, it has a 25% chance of being at the correct era for this achievement, for a total chance of 12.5%. | 1.4 | H | |
Have total Pops > 199 and 75% of them as robots | Best done by going for The Flesh Is Weak ascension perk. | 1.4 | H | |
Either go the route of building one, repairing one or capturing one from a Fallen Empire. | This achievement is disabled by the Shattered Ring origin. | 1.4 | H | |
Has completed the In Limbo anomaly either after having researched synths, or prior to accepting an enigmatic observer fallen empire's relevant request following. | See Limbo for event chain details. | 1.4 | H | |
Number of different species on a planet > 9 | Can be obtained from the start if the First Contact DLC is installed via the Broken Shackles origin and a sufficiently large galaxy. | 1.4 | H | |
Has chosen and completed the project to lower the barrier on a shielded world | Shielded worlds appear inside the borders of the Fanatic Xenophobe Fallen Empire. | 1.4 | H | |
Be a Xenophile or Fanatic Xenophile empire and have migration treaties > 9 | Use the zero empires trick. Release 10 vassals and form a migration treaty with them. | 1.4 | H | |
Colonize 4 worlds with the Holy World modifier | This achievement becomes much easier if DLCs are installed. With the Ancient Relics DLC you can obtain the Head of Zarqlan relic and gain the ability to colonize Holy Worlds. With Federations it becomes even easier as you can start as a Scion and colonize the Holy Worlds from the start. | 1.4 | VH | |
Destroy the Contingency Secret Lair | Like all crises, lowering the Crisis Strength setting to 0.25x makes this a lot easier to achieve. | 1.8 | VH | |
Has captured the Prethoryn queen | Like all crises, lowering the Crisis Strength setting to 0.25x makes this a lot easier to achieve. | 1.0 | VH | |
Destroy the last Extradimensional Invader portal | Like all crises, lowering the Crisis Strength setting to 0.25x makes this a lot easier to achieve. | 1.0 | VH | |
Has found a way to stop the synthetic infiltration | Complete the event chain to detect synthetic infiltrators during the Contingency crises. | 1.0 | VH | |
Has completed the Horizon Signal event chain and either outcome | The difficulty lies in having the Horizon Signal event spawn - there is a 5% chance at the start of each game that a random black hole in the galaxy will contain the beginning of the event chain. Following the events is fairly straightforward - in the end, accepting the Worm's offer is the easier option. | 1.4 | VH |
Plantoids[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Wenkwort Artem has the custodian modifier, Resort World designation, Ranger Lodge building and all original blockers present. | This achievement requires the Environmentalist civic to build a Ranger Lodge. Use the zero empires trick, as this system is guaranteed in every Galaxy; see Wenkwort for details. | 3.5 | M | |
As an Idyllic Bloom empire, own every Junk Ratlings Tomb World and terraform them into Gaia Worlds. | Use the zero empires trick and play on a Huge Galaxy. The Junk Ratlings systems have an 80% chance to spawn on max size. It makes no difference whether the Ketlings spawn or form their own empire or not. Colonize or invade, and then terraform all six Tomb worlds into Gaia worlds. Terraforming method does not matter, but the most effective and certain way is to do it with World Shaper or Gaia Seeders. Both require the Climate Restoration technology to be unlocked or to terraform Tomb Worlds.
If you have Galactic Paragons DLC you can make it easier by taking Adaptability tradition, because Conquer Nature Council agenda unlocks next terraforming tech as permanent research option and gives 25% progress towards it. |
3.5 | H | |
As a Budding species that does not have the Clone Army Origin, achieve a base of at least 10/monthOrganic Pop Growth on your capital. | This achievement only considers base Organic Pop Growth, so it does not benefit from modifiers to the total output, e.g. from Medical Workers. Modifiers to Pop Assembly Speed such as Vat-Grown likewise do not apply. Notably, the Level 4 Gaia Seeder building from the Idyllic Bloom civic gives a +50% bonus to Budding trait: this is a modifier to the trait, not to organic pop growth, and as such does count towards the achievement.
Organic pop growth does not have to all come from Budding; only your primary species is required to have it. Hive Mind empires are uniquely suited to achieving 10/month Organic Pop Growth, as they have access to the Spawning Drone job and the Hive World. Another strategy is using the Knights of the Toxic God origin to get Syamelle's Curse modifier, which gives +3 bonus to pop assembly on each colony. To capitalize on this, move your capital to the starting Knight's habitat and increase the number of Squires to maximum, as the Lover's Pox modifier on the habitat gives +0.25 pop assembly per Squire. If this is combined with Cloning Vats (with Stem Cell simulation) you will need only 9 Squires to reach the required 10 pop assembly. |
3.5 | H |
Leviathans[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Has purchased a scientist from a curator enclave after having developed sufficient opinion with them to do so | Even though the Curator Enclave appears with Distant Stars as well, this achievement requires the player to have Leviathans. | 1.4 | E | |
Has chosen to become a patron of an artisan troup enclave and waited 10 years for the initial energy credits payment to expire | This achievement appears to require 20 years, not 10. Renew the patronage at least once. | 1.4 | E | |
Has purchased a strategic resource from a trader enclave | 1.4 | E | ||
Has destroyed an enclave station | It is recommended to destroy an artisan enclave if going for this achievement, as it will not incur a negative opinion penalty with other empires, unlike the other types of enclave, and to also keep in mind that such stations generally possess ~11k fleet power. | 1.4 | M | |
Has defeated the Automated Dreadnought and chosen to repair it | See the Dreadnought main article for information in how to defeat it. | 1.4 | H | |
Has defeated the Ether Drake, placed a mining station on Dragon Hoard and chosen to incubate the dragon egg once the event fires | The MTTH for this event is 600 months after the mining station is placed. See the Ether Drake main article for information in how to defeat it. | 1.4 | H | |
Has peacefully completed the Infinity Machine event and, by luck, resulted in the black hole gaining The Mirror Of Knowledge modifier, among other things | Agree to assist the Infinity Machine (must not be Gestalt Consciousness) and complete the 1800 day special project "Understanding Infinity". When the project completes the game randomly selects the outcome and the desired outcome of success with the modifier required for the achievement has a 25% chance of occurring. The other results are a 50% chance of failure and a 25% chance of success with no modifier (i.e. a 75% chance of an outcome that does not obtain the achievement). If a successful result is obtained the specific type of success is still hidden from the player and not revealed until the Infinity Machine enters the black hole and the screen showing the rewards appears. | 1.4 | H | |
Has defeated the Stellarite devourer and get the Devourer Egg Sac planetary modifier | See the Stellarite Devourer main article for information in how to defeat it.
After you have defeated it, pick the "Retrieve the egg sac" option and wait for the parade situation to succeed. During the parade you will be offered option to take egg sac or try to reignite star. Choose to take egg sac and wait until the parade end. |
1.4 | H | |
Has successfully defeated and completed the event chain of the Enigmatic Fortress | The Enigmatic Fortress article contains a guide to complete the event chain. | 1.4 | H | |
Has defeated the Spectral Wraith | See the Spectral Wraith main article for information in how to defeat it. Setting number of AI empires, Fallen Empires and Marauders to 0 may be helpful since unlike other Leviathans, Wraith wanders through Galaxy and can be killed by another empire if engage in combat with it. | 1.4 | H | |
Has defeated the Dimensional Horror | See the Dimensional Horror main article for information in how to defeat it. | 1.4 | H | |
Has taken up the position of the Leader of the League of Non-Aligned Empires during a War in Heaven which has then defeated both awakened empires. | Best time to go for this is when a crisis is happening at the same time near an Awakened Empire. As a federation's president is locked in during a war, this requires you to be the strongest empire in the galaxy to gain the option to form the League. | 1.4 | VH |
Utopia[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Is a hive mind and has > 999 Pops. | This achievement can be obtained surprisingly fast by playing with Logistic Growth Ceiling to maximum and Growth Required Scaling to minimum. Just make sure you can support the population growth with new planets. | 2.2 | E | |
Has taken the Breach the Shroud tradition and completed the resulting special project. | 1.5 | M | ||
Has > 499 pops under Utopian living standards | Even though Utopian Living Standards are available in the game without the Utopia DLC, this achievement requires the player to have it. | 1.5 | M | |
Any owned Habitat in a system with a Black Hole | Achievement does not trigger on stars that were turned into black holes by events. | 1.5 | M | |
Has > 4 species enslaved as Livestock. | Use the zero empires trick and start the game with the Pre-FTL Civilizations and Pre-Sapient Species set to max. Enslave 5 of them as Livestock. | 1.5 | M | |
Has constructed a complete Dyson sphere | A repaired destroyed Dyson Sphere does not count. When choosing ascension perks, remember that this megastructure requires Galactic Wonders ascension perk. | 1.5 | H | |
A species has > 7 trait points | Requires the Engineered Evolution Ascension Perk and the completion of the Genetic tradition tree. | 1.5 | H | |
Has 4 completed Megastructures. | Repaired destroyed Megastructures also count, which can be useful if you lack enough DLC to get 4 normally. | 2.2 | H | |
Has constructed a complete Sentry array | A repaired destroyed Sentry Array does not count. | 1.5 | H | |
Has taken the Synthetic Age tradition and completed the resulting special project. | 1.5 | H | ||
Has constructed a complete Ring World | A repaired destroyed Ringworld does not count. When choosing ascension perks, remember that this megastructure requires Galactic Wonders ascension perk. | 1.5 | H | |
Has constructed a complete Science nexus | A repaired destroyed Science Nexus does not count. | 1.5 | H |
Synthetic Dawn[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
As a Determined Exterminator, have the number of organic empires be < 1 | Curiously, the Determined Exterminator civic is not required to complete this achievement. You will automatically obtain the achievement if you start a game with no organic empires (set number of AI empires, Fallen Empires, and marauders to 0). One can also get this achievement after getting the "Suffer not the Alien" achievement by switching to a synthetic species through the synthetic ascension path. |
1.8 | VE | |
As a Driven Assimilator, have 5 different cyborg species | Use the zero empires trick and start the game with the Pre-FTL Civilizations and Pre-Sapient Species set to max. Invade and assimilate 4 civilizations. | 1.8 | E | |
Has terraformed a planet into a Machine World | Two ascension perks are required to be chosen before the option to unlock machine worlds is made available. | 1.8 | M | |
Have the Rogue Servitor civic and > 9 pops which started the game in a Fallen Empire | Use the zero empires trick and start the game with at least two Fallen Empires in case one spawns as Ancient Caretakers. Set the end-game date as late as possible. Become strong enough and conquer a world from a Fallen Empire. | 1.8 | M | |
Achieved game victory after changing empires during an AI rebellion | Have as many Mechanical pops as possible to start with most systems from the previous empire and once the AI-Related Incidents situation is almost complete disband all fleets. Defeat the original empire and then continue towards game victory. | 3.5 | H |
Humanoids[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
As a Master Crafter empire (or as Corporate with Mastercraft Inc.), fully construct a megastructure while you have a Covenant with a Shroud entity. | The megastructure only needs to reach full completion while the covenant is active. A megastructure can be built up to its penultimate phase, then upgraded after a covenant is established. Should the Shroud visions fail to grant a covenant, one can pay 2000 Energy and 500 Zro to directly contact one of the four.
The ascension perk Master Builders will not unlock this achievement. |
3.5 | M | |
Destroy the United Nations of Earth as the Commonwealth of Man while your ruler has the Brain Slug Host trait and a Human portrait or Plantoid portrait #17. | Gaining the Brain Slug Host trait requires finding the Abandoned Settlements anomaly. With Overlord, the Shroud-Touched Coven's Sign of the Visitor situation can trigger the Abandoned Settlements anomaly. Use the zero empires trick: as the premade Commonwealth of Man empire, the United Nations of Earth is guaranteed to spawn even when AI empires is set to 0. Set habitable planets to 5x, as the Abandoned Settlements anomaly only spawns on habitable planets. | 3.5 | H | |
As a Clone Soldier empire, declare a Spiritualist Fallen Empire as a crisis in the Galactic Community then win the war, without blowing up their final planet. | Use the zero empires trick. Become sufficiently powerful and then release two or more vassals. In a few months you will be offered to form the Galactic Community. Do so and you will be strong enough to determine the outcome of all resolutions yourself. Forming the Galactic Council is needed before the Crisis Declaration resolutions become available. The Spiritualist Fallen Empire must be entirely destroyed and you must be the one to do it, but it doesn't have to be in a single war. | 3.5 | VH |
Apocalypse[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Has destroyed another Empire's capital planet with a World Cracker Colossus | Unlock and construct a World Cracker, create a vassal, release it and once the truce is over declare war and destroy their capital. | 2.0 | M | |
Defeat a Fallen Empire Titan fleet with your own Titan. | Use the zero empires trick. When starting the game set the end-game year as late as possible to avoid Fallen Empires awakening, set the tech costs to minimum to keep researching combat-related repeatable technologies and set the number of Fallen Empires to maximum because not all of them will spawn with a titan. Increase Naval Capacity as much as possible to field a fleet of titans, then attack the Fallen Empire. | 2.0 | H | |
Destroy the Great Khan and his/her fleet in battle | The Great Khan is killed in battle when his fleet is destroyed or defeated in a battle twice. | 2.0 | H | |
Use a Global Pacifier Colossus to shield a planet belonging to a Fanatic Purifiers, Devouring Swarm, Determined Exterminator | This achievement becomes far easier if the Synthetic Dawn DLC is installed. Create a custom Determined Exterminator empire and force-spawn it, then play as a Machine Intelligence to avoid conflict with them until you unlock the Colossus. | 2.0 | H | |
Stay on Target Destroy another Empire's Colossus while it is in the process of firing on a planet. |
Destroy an enemy Colossus while it is firing on a planet | The process of "firing on a planet" includes both the preliminary three-month "charging" phase as well as the one-month "firing" phase. Fallen Empires can spawn with one Colossus, and may build one after awakening (the Spiritualist FE will immediately awaken if you crack a holy world). The AI will have its Colossus try to run away when you enter the system with your fleet(s). It is therefore advisable that you extend your weapons range as much as possible, and/or enter as close as possible to the Colossus so that you may engage it before it leaves orbit (as you will not get the achievement if the firing process is interrupted by leaving orbit before your attack). | 2.0 | I |
Distant Stars[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Has been the first to open a L-Gate | Starting the game with no AI empires makes getting this achievement a matter of time. | 2.1 | E | |
Make friends with a Space Amoeba | See Lost Amoeba for event chain details. | 2.1 | M | |
Has defeated the Voidspawn | See the Voidspawn main article for information in how to defeat it. | 2.1 | H | |
Has defeated the Tiyanki Matriarch | See the Tiyanki Matriarch main article for information in how to defeat it. | 2.1 | H | |
Has defeated the Scavenger Bot | See the Scavenger Bot main article for information in how to defeat it. | 2.1 | H |
MegaCorp[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Have the Corporate government type and have branch offices on other empires' capitals > 4 | This achievement will not unlock if playing as a Criminal Heritage. | 2.2 | M | |
Has constructed a complete Matter Decompressor | A repaired destroyed Matter Decompressor does not count. When choosing ascension perks, remember that this megastructure requires Galactic Wonders ascension perk. | 2.2 | H | |
Has constructed a complete Mega-Art Installation (including the Perfection stage) in a system within a nebula | A repaired destroyed Mega-Art Installation does not count. Rememeber that Perfection stage requires Ancient Relics installed and 2000 minor artifacts. Ocean Paradise origin makes getting nebula system easier, as grants you start inside nebula. | 2.2 | H | |
Has constructed a complete Strategic Coordination Center | A repaired destroyed Strategic Coordination Center does not count. | 2.2 | H | |
Has constructed a complete Interstellar Assembly | A repaired destroyed Interstellar Assembly does not count. | 2.2 | H | |
Win the Galatron in the Reliquary or take it from another empire | The Galatron is a very rare reward from the Caravaneers reliquaries. Each reliquary has a 0.5% chance of containing the Galatron, and while reliquaries can be bought indefinetely, each after the initial 6 bought with CaravanCoinz costs an increasingly higher amount of energy. Alternatively, a save file can be made before buying a reliquary, and dozens of copies to load and discard until the Galatron is obtained (Documents\Paradox Interactive\Stellaris\save games). This may also be obtained along with "Raiders of the Lost Galatron" by taking the Galatron from an AI empire that has it. | 2.2 | VH | |
Capture the Galatron from an empire with it in war | Getting the Galatron gives all empires a CB for taking it from its current owner. Either wait and hope an empire gets it from the reliquaries and then declare war on them, or get the Galatron yourself, lose it in a war and reconquer it after the truce.
If you have the Synthetic Dawn you can use the AI rebellion trick. Get the Galatron, make the AI rebellion situation start, fight until white peace and once the truce expires declare war for the Galatron. |
2.3 | I |
Ancient Relics[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Use the Reverse-Engineer Arcane Technology relic option | Requires the Arcane Deciphering technology which unlocks Reverse-Engineer Arcane Technology option, which will give 1 of 4 possible outcomes at random, getting either a random technology or a bonus to tech speed will give the achievement. | 2.3 | E | |
Has > 999 Minor Artifacts | Despite description, this achievement actually requires 1000 minor artifacts, not 100. Getting the Rubricator relic may help in cases where no other way to obtain minor artifacts is available. This achievement becomes far easier if the Federations DLC is installed. The On the Shoulders of Giants origin will provide a large number of artifacts, occasionally enough for the achievement. | 2.3 | E | |
Finish the Zroni Precursor chain | As the archaeological site to start the Zroni chain is only found on habitable planets, it may help to only survey those to prevent another precursor chain from being triggered. | 2.3 | M | |
Finish the Baol Precursor chain | As the archaeological site to start the Baol chain is only found on habitable planets, it may help to only survey those to prevent another precursor chain from being triggered. | 2.3 | M | |
Own at least 5 relics | Use the zero empires trick and set pre-FTL: x0 to make sure that nobody gain relics before you.
The following relics are guaranteed every game: Miniature Galaxy, The Omnicodex, The Surveyor and one of Precursor Relics. Choose Unbidden or Contingency Crisis before game start (and set Crisis strenght to x0.5), since their Crisis Relics are easier to get, when you prepare well to face the Crisis alone. If Huge galaxy size was chosen, Crystal of Odryskia is also guaranteed, but it can make harder to find relics digsites. |
2.3 | M |
Lithoids[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
As a Lithoid empire, keep another Lithoid pop as Livestock or Process them. | Can be obtained from the start if the Utopia DLC is installed via the Syncretic Evolution origin. | 3.5 | E | |
The strongly worded letter event will happen at the start of the next decade if in breach of the galactic law. Choose the option to execute/eat the envoys, which requires xenophobe or hive mind ethics. | 3.5 | M | ||
Consumed another empire's desert homeworld. | Create a Lithoid empire with the Terravore civic. Custom enemy empires with nothing but bad traits and a desert homeworld can be created. Take their homeworld and repeatedly apply Consume World decision until the planet turns into a shattered world. | 3.5 | M |
Federations[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Level up a Federation you are in | The Common Ground and Hegemon origins make this achievement very easy to get. | 2.6 | VE | |
Have your Diplomatic Weight > 8999 | Achievement is easily achieved by the endgame of a typical playthrough. | 2.6 | E | |
Be the leader of a Level 5 Federation | The Common Ground and Hegemon origins make this achievement much easier. | 2.6 | E | |
Reject the creation of the galactic community and have at least once left a Federation | Use the zero empires trick. Become sufficiently powerful and then release three or more vassals. Release one of them and form a Federation together, then leave it. When offered to form the Galactic Community, refuse. As soon as the Galactic Community is establishes the achievement will unlock.
Joining the Galactic Community (even after initially rejecting its creation) before leaving a Federation will stop this achievement from firing. |
2.6 | E | |
Has constructed a complete Mega-Shipyard | A repaired destroyed Mega-Shipyard does not count. Can be gotten without the DLC if a completed Mega-Shipyard is acquired from an Awakened Empire. | 2.6 | M | |
Build a Juggernaut ship type | 2.6 | M | ||
Pass any Denounce resolution on an Empire that isn't in breach of Galactic Law | Use the zero empires trick. Become sufficiently powerful and then release two or more vassals. In a few months you will be offered to form the Galactic Community. Do so and you will be strong enough to determine the outcome of all resolutions yourself. | 2.6 | M | |
Defeat an empire that uses the Supremacist Diplomatic Stance with the Humiliate Wargoal | To humiliate another empire, you must have a rivalry against them and no access to Ideology war goals. See Warfare. You may have to send envoys to harm relations first. For this achievement, the other empire must be in Supremacist diplomatic stance at the time of war declaration.
if Apocalypse DLC is instaled, using a Colossus on a Holy World will cause the Spiritualist Fallen Empire to immediately awaken in the Supremacist Diplomatic Stance and will immediately declare war on you, allowing you to select the Humiliate Casus belli. Be warned, they will instantly receive additional fleets as they awaken, make sure they are at least inferior to you military wise. |
2.6 | H |
Necroids[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
As a Necrophage, do not invade any pre-ftl civilisations until you defeat the crisis OR have at least 10 observation stations around pre-ftl worlds. | Use the zero empires trick and start the game with the Pre-FTL Civilizations and Pre-Sapient Species set to max. Construct 10 observation stations. | 3.5 | E | |
As a Necroid empire, eradicate a Plantoid empire, or vice-versa, without blowing up their final planet. | A custom plantoid empire with nothing but bad traits can be created. | 3.5 | M | |
Has a Galactic Memorial on five tomb worlds that did not start the game as tomb worlds. | Four methods from easiest to hardest:
With Toxoids DLC, start with the Relentless Industrialists civic, turn 5 planets into tomb worlds and then replace the civic with Memorialists. With Nemesis DLC, start the game with the Memorialists civic and become a crisis. At level 3 it will unlock Armageddon bombardment. With Utopia and Synthetic Dawn, use Armageddon bombardment as Fanatic Purifiers then use the AI rebellion trick and reform to Memorialists. With Ancient Relics DLC, possession of Javorian Pox Sample Relic allows the use of the Javorian Pox orbital bombardment regardless of civics, creates tomb worlds after killing the last pop. |
3.5 | VH |
Nemesis[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Destroy 10 ships or conquer a planet of an empire you have not established contact with. | An easy way to get this achievement is to engage spaceborne aliens that are already hostile. The achievement will only unlock once the communications are established. | 3.0 | VE | |
When an operation fails, disavow an Asset instead of trying to re-establish contact. | 3.0 | E | ||
Pass the Proclaim Galactic imperium resolution with you as Galactic Custodian | Use the zero empires trick. Become sufficiently powerful and then release two or more vassals. In a few months you will be offered to form the Galactic Community. Do so and you will be strong enough to determine the outcome of all resolutions yourself. | 3.0 | M | |
Become the Crisis and destroy the Galaxy | Use the zero empires trick. Release a vassal or more, grant independence and farm Menace. If Apocalypse is installed you don't need vassals, just destroy worlds with a World Cracker to gain Menace. Build the Aetherophasic Engine and unlock the achievement. | 3.0 | H | |
Become Galactic Custodian, defeat the end-game Crisis, and then end the Custodianship before finishing your term. | This can be done more easily using a mid-game Crisis to become the Custodian. Then approve the Galaxy Defense Force and built an army to be prepared for the end-game Crisis. The term limit is 30 years, but you can increase it with the resolution: Extend Custodianship. After defeating the Crisis, approve the resolution: End Custodianship. | 3.0 | H | |
Complete 10 different operations (none of the same) during one game | There are only 9 distinct operations by default. More are unlocked by having the End Game Crisis Active (easier) or by using a spy network against the Galactic Emperor (harder). The "Target Seditionists" operation does not count towards this achievement. | 3.0 | H | |
With the Galactic Imperium proclaimed, be the instigator of a successful rebellion. You will need to Enforce Demands, not Status Quo, to unlock this achievement. | The hardest part is fulfiling the conditions to nominate an AI empire as the Galactic Custodian and later on to proclaim the Galactic Imperium. There are some ways to improve the chances or force an AI empire into this role. Once the AI is Galactic Emperor, you have to bring them down by undermining their authority and sparking a rebellion. You can choose one of these paths:
The waiting game
Increase the council size to 5 (the maximum) and enable veto power. Wait for a crisis to trigger and contain it but don't let it be destroyed. Either veto or quickly pass any resolutions by other council members to free their proposal slots. Ideally, an authoritarian empire nominates itself, as they are more likely to proclaim the Galactic Imperium later. Remember, that egalitarian empire will never choose to proclaim Galactic Imperium. Once a suitable AI empire nominates itself, start building a spy network on them, finishing Subterfuge tradition may be very helpful at this point. Support their nomination and any term extensions, but veto the creation of the Galactic Defense Force. Once the Imperium has been proclaimed, assign envoys to undermine imperial influence. When it is low enough, use your spy to start the rebellion. You can also use an operation to lower imperial authority if envoys are not enough. Be ready to fight the Emperor and any loyalists (which can be everyone except you and your vassals). Avoid making claims (and give up existing claims), as the "demanding unoccupied system/planet" surrender acceptance malus applies, despite the fact that you cannot conquer systems with this war goal and casus belli. The multiplayer trick
You can host your singleplayer game in a multiplayer session. When you host/join a multiplayer game, you are given the full list of empires to control. You can pick one that you want to designate as the Imperial Core and push them towards this goal.
If you have the Synthetic Dawn you can use the AI rebellion trick. Become galactic emperor, make the AI rebellion situation start, fight until white peace and after a while you will be given the option to join the Galactic Imperium. Accept and then undermine Imperial Authority via the espionage system. Once intel is high enough begin the rebellion operation. |
3.0 | VH |
Aquatics[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Used a colossus equipped with a Deluge Machine on a holy world | Start the game with all Fallen Empires to ensure holy worlds will spawn. Set the end-game date as late as possible. Take the Hydrocentric ascension perk and build a colossus. Then use it on one of the holy worlds. You must own the holy world and the Holy Guardians must not have awakened yet. | 3.5 | M | |
Win a defensive war against a Fallen Empire | Use the zero empires trick and start the game with at least two Fallen Empires in case one spawns as Ancient Caretakers. Set the end-game date as late as possible. Become stronger until the Fallen Empire has Inferior relative power and insult it to trigger a war. Do not wait until they have Pathetic relative power, they will not declare war in that case. The war must be won outright, not simply fought to status quo. The empire must not be awakened before declaring war; provoking the Holy Guardians by using a colossus on their holy worlds will make them an invalid target for this achievement. | 3.5 | H | |
Have the Sky Dragon, 10 Fledgling Dragons and 2 others dragon in your capital system. | Complete the Here Be Dragons origin, preserve the Sky Dragon and grow 10 Fledgling Dragons. Then release a vassal and lend them some Fledgling Dragons to build more. Wait to get the original Fledgling Dragons back and unlock the achievement.
Any dragons count - including L-Drakes, reanimated dragons of any kind, and technically the guardian dragons too. You can accumulate an extra 2 dragons (Hrozgar, 10 fledglings, and 2 additional ones) in any combination as long as you own them. |
3.5 | H |
Overlord[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Release a vassal and modify its contract. | 3.4 | E | ||
Destroy the Shroudwalker enclave which is reachable through the shroud tunnel. Easily done with ~15k fleet power. Note that the Shroudwalkers will leave the galaxy once the endgame crisis appears. | 3.4 | M | ||
Use the zero empires trick. Release three vassals and modify the terms so that each one is a specialized subject. It is possible to force a vassal to accept terms, because refusing contract changes costs influence, if they don't have enough influence they cannot refuse, hence they will accept any deal. | 3.4 | M | ||
Avoid exploring until you can repair the Quantum Catapult megastructure. Then catapult 10 crewed science ships into unsurveyed regions. Avoid catapulting near explored systems as the Quantum Catapults may send them there instead. The easiest option is to build ten science ships and assign/re-assign a single scientist before each launch, i.e. do not recruit ten scientists.
Alternatively, you may also send a single ship, return to the catapult, and send it again, repeating this process until you get the achievement. |
3.4 | M | ||
Needs a fully upgraded capital building on planet and set the planet designation to Fortress World, have an orbital ring tier 3 around the planet filled with 4 planet defense modules (guns, missiles, hangars). If needed build some defense platforms on the orbital ring to get to 10k power. | 3.4 | M | ||
Own 30 systems all connected to each other, build a Hyper Relay in every one of them. | 3.4 | M | ||
Start with the Slingshot to the Stars origin and at least one Fallen Empire. While repairing the megastructure construct many corvettes. Declare war on the Fallen Empire and slingshot all corvettes into its capital system to ensure at least one of them arrives correctly. | 3.4 | M | ||
Barbaric Despoilers and Warrior Culture civics grants +1 enclave capacity each.
Lord of War ascension perk gives +1 to mercenary enclaves capacity and Defense Privatization resolutions lvl 1-3 gives additional +1 to capacity. Since capacity counts only in creation of new enclaves, you can also conquer other Empires regions with a mercenary enclave in there. After the war ends you will become the new patron of this mercenary enclave. With Federations DLC Defense Privatization resolution lvl 4-5 gives +2 to mercenary enclave capacity. This achievement becomes even easier if you have the Megacorp DLC. Start with the Naval Contractors and Private Military Companies civics to have the capacity to create three Mercenary Enclaves from the start. |
3.4 | H | ||
Pledge secret fealty to another empire and have them win an Allegiance War. | This can be done using the multiplayer trick to get empires to declare the correct war. | 3.4 | H | |
See Unexpected Mineral Seams for event chain details. Destroying the crystal entity by having a fleet bombard it from orbit does not award the achievement. It is necessary for an army to deliver the killing blow. | 3.4 | H | ||
Scrapped an organic fleet to the salvager enclave | You need to scrap a fleet created by the Prethoryn Brood-Queen relic. If Distant Stars is installed scrapping the amoeba from the Lost Amoeba event will grant the achievement too. | 3.4 | VH |
Toxoids[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Turned a formerly Toxic world into a Tomb World with Relentless Industrialists buildings | Start with the Relentless Industrialists civic and the Knights of the Toxic God origin, which can pick the Toxic God's Sol starting system. Venus will have the Toxic Terraforming Candidate modifier. Pick the Detox ascension perk. | 3.5 | M | |
Defeated the toxic god | Play with the Knights of the Toxic God origin, complete the situation and then find and defeat the toxic god. Choose to continue the quest (kill the toxic entity and take the trophy). After making the final decision wait for 15-20 years for the final notice. | 3.5 | M | |
As a Toxoid Galactic Custodian or Galactic Emperor, insulted all other members of the Community (Min 3). (As an empire whose founding species has the Toxoid appearance, you must be Galactic Custodian or Galactic Emperor, and every other member of the Galactic Community must have the Insulted relations modifier from you simultaneously.) | Use the zero empires trick. Become sufficiently powerful and then release three vassals. In a few months you will be offered to form the Galactic Community. Do so and you will be strong enough to determine the outcome of all resolutions yourself. | 3.5 | H |
First Contact[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Has researched 12 insight technologies | Start a game with Pre-FTL Civilizations and Pre-Sapient Species set to max. The more Observation Posts are constructed the faster the Observation Insights situation will make progress. Use the Favor Insights approach. | 3.7 | E | |
Has > 9 colonies and does not have the Hyperspace Travel technology (needs the Eager Explorers, Privatized Exploration, Stargazers or Exploration protocols civic). | Start a game with Habitable Worlds set to max and do not research the Hyperspace Travel technology before having 10 planets. Your starting planet counts. | 3.7 | E | |
With Sol as the capital system, accepted Habinte Unified Worlds' request to leave their system | Use the zero empires trick. See Helito system for details. If you create your empire you can choose your start system to be Sol or move your capital to Sol system before entering Dacha system. If you prefer to play pre-scripted empire, United Nations of Earth and Earth Custodianship have Sol set as starting system. Knights of the Toxic God's Sol system variation also counts. | 3.7 | M | |
As an empire with the Fear of the Dark origin and Fanatic Purifiers civic, destroyed all intelligent life in the galaxy. | Despite what it says, the achievement requires you to destroy all intelligent life in the galaxy. This includes pre-FTL civilizations, crises, marauders and all L-Cluster outcomes, but not space creatures. Use the zero empires trick and start a game without primitives, fallen empires, marauders, caravaneers or crises. Choose to become Fanatic Purifiers at the end of the origin and destroy all enclaves. If you turn off every DLC creating enclaves (Leviathans, Distant Stars, Overlord), you will get achievement instantly. | 3.7 | M | |
Intervened to save a Pre-FTL experiment from catastrophic failure while the Non-Interference Act Non-Interference Act was passed | See Propulsion Proponent Proclamation for event chain details. The achievement will trigger even if the empire has Constitutional Immunity. | 3.7 | M | |
Has a cloaked fleet in the target empire's capital system when declaring war | Create and release a vassal from a system that has a fully upgraded starbase with no cloak detection. Bring a fleet to its capital and once the truce is over declare war. Don't forget to activate cloaking by selecting your fleet and clicking on Activate Cloaking button! | 3.7 | M | |
As an empire with the Broken Shackles origin, every regular empire has "Slavery Prohibited" policy and every pre-FTL and non-Hive Mind civilization has the Egalitarian ethic and the Ban Organic Slave Trade resolution is passed.
Can not be achieved by becoming the Crisis and blowing up the Galaxy. |
Start the game with no pre-FTL civilizations so that the only ones that exist are the ones generated by the origin and whose location you will know. Infiltrate or technologically uplift them and annex them. Next, you will need to stop Minamar Specialized Industries using slavery, allying with the Payback empire generated by the origin might help. Play as egalitarian, xenophile and democratic empire and use Impose Ideology casus belli against them. If you don't want to choose this way you can also conquer them and erase from Galaxy map. If necessary you can also force-spawn only Fanatic Egalitarian and Xenophile empires to get help in war and support for Ban Organic Slave Trade in Galactic Community. | 3.7 | H | |
As an empire with the Payback origin, defeated Minamar Specialized Industries in war | Ally as early as possible with the Broken Shackles empire generated by the origin. Minamar Specialized Industries has a superior start and will expand faster but two empires can outpace it if there are no other threats. | 3.7 | H |
Galactic Paragons[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Has at least 5 Council Member that are 100 years or older. | Easy to do as Lithoids or Necroids | 3.8 | E | |
While having the "Crusader Spirit" civic, enforce your Ideology on 3 Empires | Us the "Impose Ideology" CB on three different empires. Settling for Status Quo and releasing a new empire that has your Ideologies does count for the achievement. | 3.8 | E | |
As an empire with the Under One Rule origin, create new empire by Civil War after you kill your Ruler. | After the The Unifying Purpose situation is over change authority to Imperial. Once you get the Reformists Demands situation use the Total Crackdown agenda to finish it early. As soon as the situation ends, in systems without disloyal tendencies downgrade all starbases and demolish any buildings that generate defense armies. In a few weeks you will be offered the option to kill the ruler and play as the rebel empire. The AI empire will be granted a medium sized fleet and gain all Systems with planets that dont have disloyal tendencies. These systems will automatically gain starports. If you can't annihilate remains of dictatorial empire, "settle status quo" in the Civil War also counts for this achievement, you should get it after signing peace treaty. | 3.8 | M | |
Has 6 Council Members all with a different ethic. | Pick Civics that have Council position for all types of leaders. Increase your External Leader Pool and have migration treaties with other empires. Then you are able to recruit leaders with the ethos of other empires. | 3.8 | M | |
Finish the storyline of Legendary Paragon Keides. | Prioritize system exploration to find the Dugar system first. Complete the special project on Dugar IV and then the story can be played at your leisure. The Dugar special cluster is quite big, so it will sometimes not spawn even in a huge galaxy, if not all fallen empires etc. are disabled. | 3.8 | H | |
Use the special ability of Legendary Paragon Azaryn 3 times to terraform planets into Gaia Worlds. | Azaryn will not contact empires that are Militarist or Hive minds. Besides that its completely random whether or not to get them. Every 5 years there is a 1% chance they will contact you. You dont even need to explore anything, just wait. You should get achievement as soon as you decide to sacrifice Azaryn and start terraformation of third planet, even if previous two are unfinished yet. | 3.8 | H |
Astral Planes[]
Achievement | Requirements | Hints | Ver | DI |
---|---|---|---|---|
Explored an astral rift | Play as an empire with the Riftworld origin. Excavate the archeological site to get the technology and then explore your homeworld rift. | 3.10 | VE | |
Explored 5 Astral Rifts | Play as an empire with the Riftworld origin. Complete the starting rift and use the Astral Splitting astral action to spawn additional ones and explore them to completion. | 3.10 | M | |
Locked a bypass | Start a game with the Wormhole Pairs set to 5X and play as an empire with the Riftworld origin. Complete the starting rift and use the Astral Splitting astral action to spawn additional rifts. After getting a wormhole use the Dimensional Lock astral action and then a science ship to lock the wormhole. You can also lock the L-gate or any gateway. | 3.10 | M | |
Has the Eternal Throne relic | Start a game with Tech/Tradition Cost and Mid-Game Start Year set to minimum and play as an empire with the Riftworld origin. Complete the starting rift and use the Astral Splitting astral action to spawn additional ones. When you get the crystal sphere event choose to study it. When investigating the crystal rift choose the options with least difficulty and do not stop the forming wormhole at the end. Design ships that focus on kinetic weapons. When ready for a fight, enter the wormhole. After the situation is resolved over several combats demand that the Formless serve you. Most of the time they agree and give you the relic but there's a chance they refuse and you have to defeat them to get it. | 3.10 | H | |
Has the zadigal legendary paragon | Start a game with Tech/Tradition Cost and Mid-Game Start Year set to minimum and play as an empire with the Riftworld origin. Complete the starting rift and use the Astral Splitting astral action to spawn additional ones. When you get the crystal sphere event choose to study it. When investigating the crystal rift choose the options with least difficulty and do not stop the forming wormhole at the end. Design ships that focus on kinetic weapons. When ready for a fight, enter the wormhole. After the situation is resolved over several combats do not demand that the Formless serve you or surrender the throne. | 3.10 | H |
References[]
The following is a list of Achievements available in the game Stellaris. There are 124 available achievements in the game.