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This article has been verified for the current PC version (3.10) of the game.

Spaceborne aliens

The Caravaneers are a space-based coalition of traders who send out fleets across the galaxy to offer great deals to every empire that is not genocidal. They start in a unique system called Chor’s Compass which contains their Caravaneer Citadel and two out of three caravan fleets: Racket Industrial Enterprise, the Numistic Order, and the Vengralian Trium. These fleets roam the galaxy, traveling towards every empire to offer deals.

Chor's Compass[]

Caravaneer Reliquary

Reliquary Chambers on Caravaneer Citadel

The Caravaneer Citadel in this System acts as the return point for the caravan fleets and an intergalactic Casino. Should the station be destroyed but at least one caravan fleet still be alive, they will ask to re-establish it in a random uncolonized system claimed by an empire, as close to their original one as possible. If the empire accepts it will lose control of the system but gain +5% Trade Value.

The Caravaneers use a unique resource called CaravanCoinz, which can be bought in bulks of 8k, 12k and 26k with Energy Credits. The options are equally efficient. Those can be used to either play Slots or open a Reliquary. Reliquaries restock every 500 days, but once they can be bought with energy credits they no longer have a cooldown.

Slots Reliquary
Price 2783.92 CaravanCoinz 6194.21 CaravanCoinz
After buying 6 Reliquaries they can be bought for 8450 Energy. Each Reliquary increases the cost by 5%.
Outcomes
  • 70% - Nothing
  • 15% - 500 CaravanCoinz
  • 4% - 1000 Energy
  • 4% - 1000 Minerals
  • 4% - 3000 CaravanCoinz
  • 1% - 10k-100k Minerals (monthly production x 120)
  • 1% - 10k-100k Energy (monthly production x 120)
  • 0.5% - 10-50 Minor Artifacts
  • 0.5% - Great Extended Payout empire modifier for 600 months, giving the following:
  • 0.5% (1/200) - The Galatron Relic (won't trigger if another empire gets it first)
  • 29.5% (59/200) - Empty (won't trigger if previously opened an empty lootbox)
  • 70% (140/200) - Any of the following:
    • 7.7% (100/1301) - Ancient Trade Route capital world modifier (won't trigger if already present)
    • 7.7% (100/1301) - 6 months' output of Consumer Goods (min 100)
    • 7.7% (100/1301) - A bomb (no effect)
    • 7.7% (100/1301) - 24 months' output of Society research Society Research (min 2000)
    • 7.7% (100/1301) - A gun (no effect)
    • 7.7% (100/1301) - 24 months' output of Food (min 2000)
    • 7.7% (100/1301) - Music (no effect)
    • 7.7% (100/1301) - 8 months' output of Consumer Goods (min 2000)
    • 7.7% (100/1301) - 4000 Energy and Minerals
    • 7.7% (100/1301) - 2000 Engineering research Engineering Research
    • 7.7% (100/1301) - 1000 Society research Society Research
    • 0.077% (1/1301) - Ruler gets the Psionic trait (won't trigger if already Psionic)
    • 7.7% (100/1301) - 24 months' output of Physics Research Physics (min 2000)
    • 7.7% (100/1301) - 24 months' output of Alloys (min 2000)

The Collector[]

If an empire has a colony within 3 hyperlane jumps of the Caravaneer Citadel, each year there is a 2% chance of the empire being contacted by a caravaneer called The Collector and offered a mystery box for 3000 Energy. If bought, it will grant one of the following:

  • 35% - Nothing
  • 10% - 4000 Minerals
  • 10% - 1000 Engineering research Engineering
  • 10% - 1000 Society research Society
  • 10% - 1000 Physics Research Physics
  • 10% - 1000 Alloys
  • 5% - Alloy Hyperfabricator capital world modifier (can only happen once)
  • 5% - Energy Accelerator capital world modifier (can only happen once)
  • 5% - Incredibly Boring Relic capital world modifier (can only happen once)

Caravans[]

Caravan

Caravan

Every time a Caravan fleet enters an empire's borders, it will offer a rare trade deal. The offer can be accepted immediately, delayed to when the fleet is leaving the space, or rejected outright. The fleets can not be contacted any other way, and all attempts will redirect to Chor's Compass instead. Delaying has a very low chance of the deal changing.

Certain random events can take place while a Caravan is within an empire's borders.

Numistic Order[]

The Numistic Order is a religious Caravan that offers only deals with fixed costs. It features the largest amount of offers, but half of them are one time only. They offer the following deals:

Offer Price Requirements Repeatable
200 Exotic Gases 1700 Energy
3000 Energy Credits 500 Alloys
200 Rare Crystals 2 Pops Not Gestalt Consciousness
2 Pops with the Numistic Administration trait 3500 Energy Not Gestalt Consciousness
Numistic Magnetostrips Distributed planet modifier 100 Influence Machine Intelligence
5 Minor Artifacts 300 Alloys Ancient Relics DLC
Numa's Breath planetary feature 200 Minerals
Numistic Cruiser 500 Energy
Caravaneer Cruiser 2500 Energy
Numistic Shrine building 2000 Energy Not Gestalt Consciousness
Numistic Visualisation edict 2500 Energy Not Gestalt Consciousness except Rogue Servitor
Numistic Data Modeling technology (+5% Trade Value) 3500 Energy
Official leader with the Merchant of Numa trait 1500 Energy Not Gestalt Consciousness
Divine Algorithm decision 2000 Minerals Machine Intelligence

Vengralian Trium[]

The Vengralian Trium is unique in that both their products and their prices are randomly generated, as opposed to each product having a specific price. Their deals may contain any of the following:

Offers Prices

Racket Industrial Enterprise[]

Rackets are the only predefined Caravaneer species, using the same portraits and traits as the Ketling Star Pack. The payment options for this Fleet are randomly generated based on the product offered, although Gestalt Consciousness empires are never asked for Consumer Goods. They offer the following deals:

Offer Price Requirements
1 Super-Clanker Caravaneer Destroyer 2000 Minerals
200 Minerals 200 Food Game year < 50
Not Machine Intelligence
500 Minerals 1000 Food Game year < 150
Not Machine Intelligence
2000 Minerals 4000 Food Game year > 150
Not Machine Intelligence
4 Racket Pops 500 Alloys Not Gestalt Consciousness
4 Racket Robotomata Mechanical 500 Alloys Machine Intelligence
Waste Reprocessing Center building 3 Pops Not already unlocked
Gestalt Consciousness
Orbital Trash Disperser technology Any of the following:
  • 1000 Energy
  • 300 Minerals
  • 800 Consumer Goods
Not already unlocked
Official leader with the Waste Management Specialist trait Any of the following:
  • 300 Energy
  • 200 Food
  • 150 Consumer Goods
Racket/Racket Robot Scientist with one of the following traits: Any of the following:
  • 300 Energy
  • 200 Food
  • 150 Consumer Goods
+5 Energy to a celestial body with a mining station Any of the following:
  • 70 Influence
  • 15 Exotic Gases
  • 100 Consumer Goods
Mining station
Any of the following:
  • 2000 Alloys
  • 150 Exotic Gases
  • 40 Living Metal
Any of the following:
  • 55 Rare Crystals
  • 15 Zro
  • 5 Dark Matter

Attacking the Caravaneers[]

While the Caravaneers will never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. If a Caravan is attacked, it will become hostile, but the rest of the Caravaneers will remain peaceful and available for trade. Caravans have 4k fleet power and come equipped with mid-game components. The Caravaneer Citadel on the other hand has 7k fleet power and comes equipped with end-game components. Both Caravans and the Caravaneer Citadel grant 2000 Energy and Minerals when destroyed, and if the attacking fleet was led by a Commander, they will gain the Caravan Counter trait. Destroying the Caravaneer Citadel brings a temporary −80 Opinion from all empires that had contact with the Caravaneers and are Fanatic Pacifist Pacifist, Fanatic Xenophile Xenophile or Corporate and +80 Opinion from all empires that had contact with the Caravaneers and are Fanatic Xenophobe Xenophobe.

Each Individual Caravan Fleet Caravan Station Chor's Compass Starbase
6 Cruisers 10 Destroyers 1 Cargo Ship
  • 1800 Hull Points
  • 1730 Armor
  • 630 Shields
  • 217 Speed
  • 26.2% Evasion
  • Damage/Time 86.3 dmg / day
  • 600 Hull Points
  • 850 Armor
  • 315 Shields
  • 216 Speed
  • 47% Evasion
  • Damage/Time 14 dmg / day
  • 2000 Hull Points
  • 625 Armor
  • 750 Shields
  • 220 Speed
  • 26.8% Evasion
  • 40,000 Hull Points
  • 17,400 Armor
  • 15,840 Shields
  • Immobile Speed
  • 0% Evasion
  • Damage/Time 297.2 dmg / day
  • 40,000 Hull Points
  • 20,000 Armor
  • 20,000 Shields
  • Immobile Speed
  • 0% Evasion
  • Damage/Time 93.8 dmg / day
Large 1x Large Caravan Cannon0
    • Damage 56-176 Damage
    • 150% damage against Armor Armor
    • Time 7.15 day cooldown
    • 75% Accuracy
    • Tracking 30% Tracking
    • 100 Range
    • Damage/Time 12.16
Medium 2x Medium Caravan Cannon0
    • Damage 28-88 Damage
    • 150% damage against Armor Armor
    • Time 3.60 day cooldown
    • 75% Accuracy
    • Tracking 30% Tracking
    • 75 Range
    • Damage/Time 12.08
Small 3x Small Caravan Cannon0
    • Damage 14-44 Damage
    • 150% damage against Armor Armor
    • Time 1.70 day cooldown
    • 75% Accuracy
    • Tracking 30% Tracking
    • 35 Range
    • Damage/Time 12.79
    Large 1x Large Caravan Cannon0
      • Damage 56-176 Damage
      • 150% damage against Armor Armor
      • Time 7.15 day cooldown
      • 75% Accuracy
      • Tracking 30% Tracking
      • 100 Range
      • Damage/Time 12.16
    Medium 4x Plasteel Armor Medium 2x Plasteel Armor
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