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

Spaceborne aliens

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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 Civic fanatic purifiersCivic devouring swarmCivic machine terminator 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 Trade Value.

The Caravaneers use a unique resource called CaravanCoinz, which can be bought in bulks of 8k, 12k and 26k with Energy Credits 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 Credits Energy. Each Reliquary increases the cost by 5%.
Outcomes
  • 70% - Nothing
  • 15% - 500 CaravanCoinz
  • 4% - 1000 Energy Credits Energy
  • 4% - 1000 Minerals Minerals
  • 4% - 3000 CaravanCoinz
  • 1% - 10k-100k Minerals Minerals (monthly production x 120)
  • 1% - 10k-100k Energy Credits Energy (monthly production x 120)
  • 0.5% - 10-50 Minor artifacts Minor Artifacts
  • 0.5% - Great Extended Payout empire modifier for 600 months, giving the following:
  • 0.5% (1/200) - R galatron 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) - Pm luxuriesPm frame 1 Ancient Trade Route capital world modifier (won't trigger if already present)
    • 7.7% (100/1301) - 6 months' output of Consumer goods 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 Food (min 2000)
    • 7.7% (100/1301) - Music (no effect)
    • 7.7% (100/1301) - 8 months' output of Consumer goods Consumer Goods (min 2000)
    • 7.7% (100/1301) - 4000 Energy Credits Energy and Minerals 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 Trait psionic species 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 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 Credits Energy. If bought, it will grant one of the following:

  • 35% - Nothing
  • 10% - 4000 Minerals Minerals
  • 10% - 1000 Engineering research Engineering
  • 10% - 1000 Society research Society
  • 10% - 1000 Physics Research Physics
  • 10% - 1000 Alloys Alloys
  • 5% - Pm resources 2Pm frame 1 Alloy Hyperfabricator capital world modifier (can only happen once)
  • 5% - Pm resources 2Pm frame 1 Energy Accelerator capital world modifier (can only happen once)
  • 5% - Pm resources 2Pm frame 1 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[]

Flag caravaneer 02 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 Exotic Gases Energy Credits 1700 Energy Yes
3000 Energy Credits Energy Credits Alloys 500 Alloys Yes
200 Rare crystals Rare Crystals Pop 2 Pops Not Gestalt consciousness Gestalt Consciousness Yes
2 Pops with the Trait nuumismatic administration Numistic Administration trait Energy Credits 3500 Energy Not Gestalt consciousness Gestalt Consciousness Yes
Pm robotsPm frame 1 Numistic Magnetostrips Distributed planet modifier Influence 100 Influence Auth machine intelligence Machine Intelligence Yes
5 Minor artifacts Minor Artifacts Alloys 300 Alloys Ancient Relics Ancient Relics DLC Yes
D geothermal vent Numa's Breath planetary feature Minerals 200 Minerals No
Numistic Cruiser Energy Credits 500 Energy No
Caravaneer Cruiser Energy Credits 2500 Energy No
Numistic Shrine building Energy Credits 2000 Energy Not Gestalt consciousness Gestalt Consciousness No
Numistic Visualisation edict Energy Credits 2500 Energy Not Gestalt consciousness Gestalt Consciousness except Civic machine servitor Rogue Servitor No
Tech prescient data modeling Numistic Data Modeling technology (+5% Trade value Trade Value) Energy Credits 3500 Energy No
Governor Official leader with the Leader trait nuumismatic priest Merchant of Numa trait Energy Credits 1500 Energy Not Gestalt consciousness Gestalt Consciousness No
Decision divine algorithm Divine Algorithm decision Minerals 2000 Minerals Auth machine intelligence Machine Intelligence No

Vengralian Trium[]

Flag caravaneer 01 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[]

Flag caravaneer 03 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 Gestalt Consciousness empires are never asked for Consumer goods Consumer Goods. They offer the following deals:

Offer Price Requirements
1 Super-Clanker Caravaneer Destroyer Minerals 2000 Minerals
Minerals 200 Minerals Food 200 Food Game year < 50
Not Auth machine intelligence Machine Intelligence
Minerals 500 Minerals Food 1000 Food Game year < 150
Not Auth machine intelligence Machine Intelligence
Minerals 2000 Minerals Food 4000 Food Game year > 150
Not Auth machine intelligence Machine Intelligence
Pop 4 Racket Pops Mammalian ratling Trait pc nuked preferenceTrait psionic speciesThriftyDeviantsFleetingRepugnantSlow Breeders Alloys 500 Alloys Not Gestalt consciousness Gestalt Consciousness
Pop 4 Racket Robotomata Synthetic dawn portrait mammalian MechanicalSuperconductiveBulkyRepurposed hardware Alloys 500 Alloys Auth machine intelligence Machine Intelligence
Building waste reprocessing center Waste Reprocessing Center building Pop 3 Pops Not already unlocked
Gestalt consciousness Gestalt Consciousness
Tech orbital trash dispersal Orbital Trash Disperser technology Any of the following:
  • Energy Credits 1000 Energy
  • Minerals 300 Minerals
  • Consumer goods 800 Consumer Goods
Not already unlocked
Governor Official leader with the Leader trait waste management specialist Waste Management Specialist trait Any of the following:
  • Energy Credits 300 Energy
  • Food 200 Food
  • Consumer goods 150 Consumer Goods
Racket/Racket Robot Scientist with one of the following traits: Any of the following:
  • Energy Credits 300 Energy
  • Food 200 Food
  • Consumer goods 150 Consumer Goods
+5 Energy Credits Energy to a celestial body with a mining station Any of the following:
  • Influence 70 Influence
  • Exotic gases 15 Exotic Gases
  • Consumer goods 100 Consumer Goods
Mining station
Any of the following:
  • Alloys 2000 Alloys
  • Exotic gases 150 Exotic Gases
  • Living Metal 40 Living Metal
Any of the following:
  • Rare crystals 55 Rare Crystals
  • Zro 15 Zro
  • Dark Matter 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 Credits Energy and Minerals Minerals when destroyed, and if the attacking fleet was led by a Admiral Commander, they will gain the Leader trait enclave trader Caravan Counter trait. Destroying the Caravaneer Citadel brings a temporary −80 Diplomacy opinion Opinion from all empires that had contact with the Caravaneers and are PacifistFanatic Pacifist Pacifist, XenophileFanatic Xenophile Xenophile or Auth corporate Corporate and +80 Diplomacy opinion Opinion from all empires that had contact with the Caravaneers and are XenophobeFanatic Xenophobe Xenophobe.

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