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

Diplomacy between plantoids and arthropoids

Diplomacy in Stellaris draws on the model of previous Paradox games and offers an alternative to warmongering.

Envoys[]

Envoys are minor leaders that can be assigned to perform various diplomatic tasks. Once an envoy is assigned to a task, it cannot be reassigned again for a year. Envoys can be assigned to the following tasks:

  • Improve Relations with another empire, which grants Diplomacy opinion +0.25 opinion per month to and from the target empire (up to +150) and removes the relation requirement for positive diplomatic actions
  • Harm Relations with another empire, which grants Diplomacy opinion −0.5 opinion per month to and from the target empire (up to −150) and removes the relation requirement for negative diplomatic actions
  • Assign to a first contact, and they will investigate and discover the aliens for you
  • Assign to build a Spy Network, which will increase Spy network infiltration in another empire over time. With an active Spy Network, Operations can be carried out.

Each Empire starts with 2 Envoys by default and can gain additional ones in the following ways:

Source Available envoys
Fanatic Xenophile Fanatic Xenophile ethic +2
Civic diplomatic corps Diplomatic Corps civic +2
Civic pompous purists Pompous Purists civic +2
Civic empath Empath civic +2
Civic public relations specialists Public Relations Specialists civic +2
Ap shared destiny Shared Destiny ascension perk +2
Building Grand Embassy Complex building +2
Orbitalring embassy complex Orbital Embassy Complex orbital ring building +2
MegaCorp Interstellar Assembly (stage IV) +2
Xenophile Xenophile ethic +1
Origins broken shackles Broken Shackles origin +1
Civic machine delegated functions Delegated Functions civic +1
Civic galactic sovereign Galactic Sovereign civic +1
Civic galactic sovereign Corporate Sovereign civic +1
Building Embassy Complex building +1
Building Sanctum of the Whisperers building +1
Menu icon edicts Bureau of Espionage edict +1
Menu icon edicts Observation Instinct edict +1
Menu icon edicts Covert Analysis Algorithm edict +1
Menu icon edicts Diplomatic Grants edict +1
Menu icon edicts Enhanced Surveillance edict +1
Politics Politics tradition tree +1
Diplomacy Diplomacy tradition tree finish +1
Tradition icon enmity Enmity tradition tree finish +1
The Federation The Federation tradition +1
Universal Compatibility Universal Compatibility tradition +1
Double Agents Double Agents tradition +1
Tech living state Autonomous Agents technology +1
Tech collective self Embodied Dynamism technology +1
Policies Courtly Knights Knightly Duties policy +1
MegaCorp Interstellar Assembly (stage II) +1
Unknown Open Society empire modifier +10%
Civic inwards perfection Inward Perfection civic −1

Diplomatic actions[]

Many diplomatic actions have a 10-year cooldown once chosen. Some of these are unilateral while others need to be accepted by both sides which becomes a matter of acceptance. Most diplomatic actions require certain a Relations level or an envoy being sent to improve or harm relations.

Maintaining any form of lasting treaty generates Diplomacy trust Trust, which increases Diplomacy opinion Opinion. The maximum amount of Trust obtainable is limited by the most valuable treaty between both parties. Acquiring the Direct Diplomacy perk from the Diplomacy tradition tree Diplomacy tradition tree grants Trust cap +50 trust cap. Trust decays by −0.25 per month if there is no new income (i.e. no ongoing treaty that generates trust).

Action Effects Diplomacy opinion Trust growth Trust cap Influence Relations Requirements Limit Diplomacy war Civic inwards perfection
Envoy action improving relations Improve Relations Sends an Envoy Envoy to increase Diplomacy opinion Opinion up to +150 0 0 50 0 Any NoEnvoy action harming relations Harming Relations N/A No
Envoy action harming relations Harm Relations Sends an Envoy Envoy to lower Diplomacy opinion Opinion up to −150 0 0 50 0 Any NoEnvoy action improving relations Improving Relations N/A No
Spy network Build Spy Network Sends an Envoy Envoy to build a Spy Network 0 0 50 0 Any No Spy Network N/A
Menu icon claims Make Claims Switches to the Claims interface. 0 0 0 0 Any Can claim any system N/A
Diplomacy war Declare War Enters the Wargoals menu to declare a war −50 −2 50 0 Any
  • NoDiplomacy truce Truce, pact, or federation with target
  • NoMegaCorp Branch office on target's planets
N/A No
Diplomacy closed borders Close/Open Borders Controls border access. The initial stance is determined by the Initial Border Status policy. −20 0 50 0 Any
  • NoDiplomacy truce Truce
  • NoDiplomacy rivalry Rivalry
  • NoDiplomacy federation Same Federation
  • Not available between overlords and subjects
N/A No
Diplomacy federation Invite to Federation Invites the target empire to join a Federation. Other Federation members must agree. +50 +1 100 −2 Excellent N/A No No
Diplomacy federation Ask to join Federation Requests to join an already existing Federation. Other Federation members must agree. +50 +1 100 −2 Excellent
  • Target is part of a Diplomacy federation Federation
  • Both empires at peace
N/A No No
Diplomacy federation Kick from Federation Starts a vote to kick the member from the Federation 0 0 50 0 Any
  • Member of the same Federation
  • At peace
N/A No No
Diplomacy federation Ask to leave Federation Requests to leave the Federation. Refusal grants the Secession Casus Belli and a decaying −45 Diplomacy opinion Opinion. 0 0 50 0 Any
  • Federation hegemony Hegemony Federation
  • At peace
  • Target is the Federation president
N/A No
Diplomatic embassy Association Status The empire and the Federation will not be able to declare war upon each other. +10 +0.50 100 0
  • Positive
  • Excellent
The majority of federation members must agree to granting or removing the status but the associate member can cancel it at any time N/A No
Diplomacy hasvassal Propose Subjugation Enters the Terms menu to propose becoming overlord +25 +0.25 50 0 Excellent Both empires at peace N/A No No
Diplomacy hasvassal Ask to be their Subject Enters the Terms menu to propose becoming subject +25 +0.25 50 0 Excellent Both empires at peace 1 No
Diplomacy hasvassal Release Subject Grants independence to the subject and sets a 10-year Truce 0 0 50 0 Any N/A No
Diplomacy being integrated Integrate Subject Integrates a Vassal or Protectorate into the overlord empire. 0 0 50 Variable Any
  • Integration Permitted term of agreement
  • Sufficient Influence Influence
1 No
Message insult Insult Decaying −200 Diplomacy opinion Opinion and −5 Diplomacy trust Trust. With the Tech satisfying insults Satisfying Insults technology it gives −300 Diplomacy opinion Opinion and +50 Influence Influence (5 years cooldown). 0 0 50 0
  • Terrible
  • Tense
N/A
Diplomacy seize council seat Add to/Kick from Imperial Council Decides who is member of the Imperial Council. 0 0 50 0 Any
  • 100 Influence influence
  • Galactic Emperor
  • By Appointment Imperial Council resolution
  • Target is a member of the Galactic Imperium
1-5 No

Unilateral agreements[]

Unilateral agreements are diplomatic actions that are only proposed and ended by one of the empires, with no input from the recipient. Rivalries can only end 10 years after they were proposed.

Agreement Effects Relations Diplomacy truce Truce if ended Diplomacy opinion Trust growth Trust cap Influence Civic inwards perfection Limit Target independence
Diplomacy rivalry Rivalry Closes borders and grants the Animosity Casus Belli
Reduces claim cost by 20%
Terrible No −100 −2 50 +0.5 No 3 Independent
Diplomacy guarantee Guarantee Independence The guaranteeing empire will join the target's defensive wars Neutral
Positive
Excellent
Yes +10 +0.25 50 −0.25 No 3 Independent
Diplomacy support independence Support Independence The supporting empire will join the war against the overlord if the subject starts a war for independence
The supporting empire's power will be added to the relative power of subjects opinion modifier between the subject and the overlord
Any No 0 0 50 0 No N/A Subject
Diplomacy secret fealty Secret Fealty The target empire gains the Allegiance War casus belli Excellent No 0 0 50 0 Yes N/A Subject

Bilateral agreements[]

Bilateral agreements are mutually-beneficial diplomatic actions that when offered by an empire must also be accepted by the recipient in order for them to take effect. Agreements can be ended at any time by either empire but doing so will cause a temporary Diplomacy opinion Opinion penalty.

All bilateral agreements aside from Embassy require either Embassy or the Tradition diplomacy federal unity Diplomatic Networking tradition. Defensive Pacts and Federations can only be made or broken when neither empire is at war with anyone. Federations also require the Tradition diplomacy the federation The Federation tradition.

Agreement Effects Requirements (any) Diplomacy truce Truce
if ended
Diplomacy opinion Opinion
if ended
Diplomacy opinion Trust growth Trust cap Intel Influence Civic inwards perfection Barbaric Despoilers Civic criminal heritage Gestalt consciousness Diplomacy federation Shared info
Diplomacy opinion Relations Diplomacy trust Trust
Embassy our Embassy
  • Envoys improve relations 3 time faster
  • Diplomatic pacts give 20 more Intel Intel
  • Enables other bilateral agreements without requiring the Tradition diplomacy federal unity Diplomatic Networking tradition
Neutral 0 No 0 0 +0.10 50 0 0 Yes Yes Yes Yes Yes Diplomatic Pacts
Diplomacy non aggression pact Non-Aggression Pact Neither empire can declare war upon each other Neutral 10 Yes −50 0 +0.50 75 20 −0.25 Yes Yes Yes Yes No
Diplomacy research agreement Research Agreement
  • +25% Mod country all tech research speed Research Speed for technologies discovered by the other empire
  • Description will list the number of technologies known only to one empire
Positive 20 No −25 0 +0.10 50 30 −0.25 No Yes Yes Yes Yes Relative Technological Power
Diplomacy commercial pact Commercial Pact Both empires will gain the economic bonuses of 10% of each other's Trade value Trade Value Positive 20 Yes −25 0 +0.25 50 20 −0.25 No Yes No No Yes
  • Relative Economic Power
  • Medium Intel on Systems
  • High Intel on Colonies
Diplomacy migration pact Migration Treaty
  • Pops can migrate between the empires
  • Both empires can use each other's Pops in colony ships
Positive 20 No −15 0 +0.25 50 30 −0.25 No No Yes No Yes Low Intel on Systems
Diplomacy defensive pact Defensive Pact If either empire is attacked the other will join the war as a defender Positive 20 Yes −100 20 +0.75 100 40 −1 No Yes Yes Yes No
  • Relative Fleet Power
  • Low Intel on Systems
Diplomacy federation Federation
  • Neither empire can declare war upon each other
  • Both empires keep borders open towards each other
  • If either empire is attacked the other will join the war as a defender
  • Additional effects based on Federation type and laws
Excellent 30 Yes −200 50 +1 100 70 −0.5 No Federations Yes Yes No Low Intel on Systems

Acceptance[]

The acceptance of diplomatic agreements by computer empires is determined by multiple factors.

Agreement Friendly Attitude Receptive / Cordial / Protective Attitude Neutral / Wary Attitude Overwhelming Relative Power Superior Relative Power Shared Rival Opinion Distance Other factors
Embassy our Embassy +100 +40 −25 +20 +10 +40 per Rival +5 per 10 Opinion −0.5 per hyperlane +60 per shared Defensive Pact
Diplomacy non aggression pact Non-Aggression Pact +100 +50 0 +100 +50 +50 per Rival +2 per 10 Opinion −1 per hyperlane −30 per existing Non-Aggression Pact
Diplomacy commercial pact Commercial Pact +100 +50 0 0 0 0 +4 per 10 Opinion −1 per hyperlane +1 per given Trade Value
−30 per existing Commercial Pact
Diplomacy research agreement Research Agreement +100 +50 0 0 0 0 +4 per 10 Opinion −1 per hyperlane +0.5 per tech either empire doesn't have
−30 per existing Research Agreement
Diplomacy migration pact Migration Treaty +10 0 0 0 0 0 +5 per 10 Opinion −1 per hyperlane +10 Loyal attitude
Diplomacy defensive pact Defensive Pact +50 +20 −50 +20 +10 +30 per Rival +2 per 10 Opinion −1 per hyperlane +30 per shared Defensive Pact
−50 per existing Defensive Pact
Diplomacy federation Federation +30 0 −50 +20 +10 +10 per Rival +1 per 10 Opinion −1 per hyperlane +100 Federation Associate
+30 Crisis
−30 different War Philosophy policy
Diplomacy hasvassal Subject Demand +20 0 −20 +100 +50 0 0 −0.5 per hyperlane −100 below 50 Trust
−0.25 per pop

Personality[]

The most specific factor that determines an empire's acceptance rate is its AI personality.

AI personality Agreement Federation Mod country trade attractiveness Trade Willingness
Diplomacy non aggression pact Diplomacy defensive pact Diplomacy research agreement Diplomacy commercial pact Diplomacy migration pact Federation default Federation trade Federation military Federation research Federation spiritualist Federation hegemony
Decadent Hierarchy +20 −10 0 0 −100 −30 −30 −30 −30 −30 −10 90%
Democratic Crusaders 0 +20 0 0 0 +10 0 +10 0 0 −50 90%
Erudite Explorers +5 +5 +50 +10 0 0 0 0 +10 −10 0 90%
Evangelizing Zealots 0 0 −20 −20 0 −20 −20 −10 −20 +20 −20 75%
Federation Builders +25 +25 +15 +15 +10 +20 +10 +10 +10 +10 +10 95%
Harmonious Collective +20 0 +10 +10 −10 0 0 0 0 0 0 90%
Hegemonic Imperialists −10 +10 −10 −10 −50 −20 −20 −10 −20 −20 0 80%
Honorbound Warriors −100 +20 0 −20 0 −10 −20 0 −20 −20 −10 70%
Migratory Flock +20 0 +20 +20 +100 +20 +20 +10 +20 −20 +10 110%
Peaceful Traders +20 0 +10 +20 +20 +10 +20 −10 +10 −10 +10 100%
Ruthless Capitalists −10 0 +10 +20 0 −10 +10 −10 −10 −10 −10 100%
Slaving Despots −20 0 0 0 −100 −10 −10 −10 −10 −10 0 80%
Spiritual Seekers +20 +10 +10 +10 +20 +10 +10 +10 −10 +10 +10 90%
Xenophobic Isolationists +20 −20 −20 −20 −100 −50 −50 −50 −50 −50 −50 50%
Fanatical Befrienders +50 +50 +50 +50 +50 +50 +30 +30 +30 +30 +30 100%
Fanatical Purifiers 0 0 0 0 0 No No No No No No 50%
Utopia Hive Mind −10 −10 0 No No −50 −100 −30 −50 −50 −50 70%
Synthetic Dawn Machine Intelligence 0 0 0 No No −30 −100 −20 −20 −100 −30 80%
Synthetic Dawn Rogue Servitors 0 0 0 No No 0 0 0 0 −100 +10 90%
Synthetic Dawn Driven Assimilators 0 0 0 No No −50 −50 −50 −50 −100 −50 50%
Synthetic Dawn Determined Exterminators 0 0 0 No No No No No No No No 100%
Nemesis Crisis Aspirant 0 0 0 0 0 0 0 0 0 0 0 25%
Overlord Indolent Overlord 0 0 0 0 0 0 0 0 0 0 0 50%
First Contact Benevolent Corporation +20 −10 +10 +50 +10 0 0 0 0 0 0 75%

Trade deals[]

Trade deals are instant or monthly transfers of resources or other assets between two empires. Deals that transfer monthly resources last between 10 and 30 years; once the AI fills their stockpile, long-term contracts become only viable option. It is possible to break long-term trade contracts if not enough resources are stockpiled, but this causes an Diplomacy opinion opinion penalty. Diplomatic trades often can yield better deals than the market. The AI will never accept mixed long-term/instant trades. Although Gestalt consciousness Gestalt Consciousness empires have no use for Consumer goods consumer goods or Zro Zro, they are still willing to trade for them.

Trading requires a neutral or positive attitude between the two empires. Empires holding a negative attitude will accept only gifts (giving them resources without them giving anything in return). Fallen empires only trade if they are patronizing or enigmatic towards the proposing empire and will never trade strategic resources. Resources cannot be traded between overlords and subjects if the terms of agreement include contribution or subsidies in that resource.

Mod country trade attractiveness Trade willingness shows how much an empire is open to trading with other empires and is dependent on their AI personality. The lower their trade willingness is, the more favorable a trade deal has to be for them to see it as fair. Empires with less than 75% trade willingness will never make offers.

In addition to resources, the following things can be traded diplomatically:

  • Trade cat sensor Communications: Valued based on the number of new contacts. Does not include Enclaves. Fallen Empires always refuse.
  • Trade cat sensor Active Sensor Link: Valued based on distance, neighboring empires being more interested. Allows the empire receiving the link to see everything the granting empire can see. Only available as a timed deal. Fallen Empire always refuse.
  • Trade cat transfer control Transfer System: Available only towards neighbors during peacetime, it is the most valued trade option and can be used to offer to cede one of your star systems, usually non-preferred planets that are too expensive to terraform or adapt pops to, or as a way to ease opinion penalty of claims or border tension. The AI will always refuse to accept systems that contain colonized Holy Worlds or border the Militant Isolationists.

Subject trade deals[]

Subject empires have additional trading options with their overlord:

  • Trade cat transfer fleet Borrow Fleet: Gives the subject temporary control a fleet. Valued based on how much of the total fleet power the fleets represent.
  • Trade cat action Pledge Loyalty: Only available from a subject towards the overlord as a timed trade deal; if the subject has Diplomacy opinion 150 opinion or better towards the overlord, it gives Trade cat loyalty +2.5 loyalty monthly, otherwise +1.5 monthly.
  • Trade cat action Share Empire Data: Adds Intel +20 intel from the giver to the recipient; can be given by the overlord if they have 80 or less intel on the subject; can be given by the subject if they have 40 or less intel on the overlord.
  • Trade cat loyalty Loyalty: Only available from a subject towards its overlord, each point of loyalty will increase trade acceptance by 1. Loyalty can be used even if the value would become negative, up to −100.
  • Trade cat transfer leader Transfer Leader: Requires a tier 2 specialized subject, transfers a subject leader to the overlord. Valued based on the leader's abilities. Requires both empires to have the same authority if Gestalt consciousness Gestalt Consciousness.

Specialist subjects have additional, unique trade options which extend their bonuses to the overlord, usually at the cost of their own:

Type Trade Time Timed Effect Overlord Subject Multiplied by Tier
Specialist subject bulwark Bulwark Bulwark Prefabs Yes Spaceport 1 Defense Platform
  • Defense platform build cost Build cost

−25% +25% Yes
Bulwark Technology No
  • Researched Bulwark technologies given as options to Overlord

  • Subject gets Bulwark Technology Sharing modifier for Time 1 year:
    • Reduces shared technologies' Research type(s) production by −10%
No
Prospectorium Prospectorium Prospectorium Techniques Yes Volatile motesExotic gasesRare crystals Monthly strategic resources +5% −5% Yes
Prospectorium Technology No
  • Researched Prospectorium technologies given as options to Overlord

  • Subject gets Prospectorium Technology Sharing modifier for Time 1 year:
    • Reduces shared technologies' Research type(s) production by −10%
  • Subject pays Menu icon strategic resource 100 strategic resources by technology shared
No
Specialist subject scholarium Scholarium Scholarium Processors Yes Research Research station output
  • +10%

  • +10%
  • −5%

  • −5%
  • No

  • Yes
Scholarium Hypotheses Yes Mod num tech alternatives add Research alternatives +1 −1 No

Trade acceptance[]

The trade acceptance number shows how much the other empire favors a deal. A trade acceptance lower than 1 means that the other empire sees the deal as disadvantageous for them and will always refuse it. A trade acceptance of 1 means that AI empire sees the deal as fair and will always accept it. A trade acceptance higher than 1 means that the other empire sees the deal as advantageous for them and will give a temporary bonus to their Diplomacy opinion opinion, up to a limit of +100.

Favors[]

Favors can only be obtained through events and have two purposes. First, an empire can call upon Favors to add another empire's Diplomatic Weight to theirs (+10% per favor) when voting Resolutions in the Galactic Community as long as they don't already vote identically. This does not decrease the other empire's diplomatic weight for the vote. Second, Favors increase the acceptance rate of certain diplomatic agreements or federation laws by +5 for each Favor. An empire can owe another empire up to 10 Favors.

Multiple empires can call upon Favors from the same target empire and one empire can simultaneously call upon Favors from multiple target empires.

Attitude[]

Each empire will have a specific attitude towards other empires dictated by their AI personality, diplomatic interactions and the relative power of both empires.

Attitude Trade & Pacts Prefer peace Other Effects Requirements Description
Neutral Yes Yes none none below This Empire does not consider us relevant to their interests.
Wary Yes Yes none inferior relative power and shared border This Empire maintains a cautious attitude towards us.
Receptive Yes Yes more inclined to accept diplomatic pacts diplomatic AI personalities This Empire is interested in closer relations with us.
Cordial Yes Yes more inclined to accept diplomatic pacts high opinion This Empire is amenable to peaceful coexistence and trading with us.
Friendly Yes Yes more inclined to accept diplomatic pacts and join a federation high opinion and successful past diplomacy This Empire views us as a friend and may be willing to form an alliance with us.
Protective Yes Yes more inclined to accept diplomatic pacts and may propose subjugation high opinion and superior relative power This Empire believes that we are weak and need their protection.
Suspicious No Yes none low opinion This Empire views us with suspicion and mistrust.
Rival No Yes none rival with low opinion This Empire views us as their rival.
Hostile No No none very low opinion This Empire views us as their enemy. They are likely to attack us if they think they can win.
Domineering No No only uses the Subjugation Casus Belli low opinion and Subjugator AI This Empire believes that we would make a fine vassal.
Threatened No No none high threat rating This Empire views us as a threatening menace.
Overlord Yes Yes none overlord This Empire is our overlord.
Loyal Yes Yes none subject with positive opinion This subject is loyal to us.
Disloyal No No considers the relative power of other subjects as well subject with negative opinion This subject resents its subservience to us.
Dismissive No Yes none Fallen Empire This Fallen Empire considers us largely beneath their notice.
Patronizing Yes Yes may bestow gifts Fallen Empire with high opinion This Fallen Empire views us as errant children in need of their guidance. They may deign to bestow gifts of technology, resources or ships on us.
Angry No No will send a demand which will grant them Casus Belli if refused Fallen Empire with low opinion We have angered this Fallen Empire with our actions, and they may declare war to punish us.
Arrogant No Yes no effect distant Awakened Empire This Awakened Empire views us with dismissive arrogance.
Imperious No Yes will propose subjugation neighbor Awakened Empire This Awakened Empire views us as a future subject. They are likely to demand we surrender our independence.
Belligerent No No none Awakened Empire with low opinion This Awakened Empire views us as a target of conquest. They are likely to attack us.
Custodial Yes Yes accepts joining a Federation Guardian Awakened Empires This Awakened Empire believes that it needs to protect us from the crisis currently threatening the galaxy. They are likely to attempt to ally us.
Enigmatic Yes Yes opinion is hidden and has no impact Ancient Caretakers This Fallen Empire is an ancient artificial intelligence that behaves in a strange and unpredictable manner. We do not know what to expect from it.
Berserk No No attacks any empire nearby Malfunctioning Custodians This Awakened Empire is an ancient artificial intelligence that has gone berserk. It is likely to attack anything and anyone around it.

Genocidal Diplomacy[]

Empires with the Civic fanatic purifiers Fanatic Purifiers civic can only engage in diplomacy with empires of the same primary species. Note that this other empire will still have −1000 Diplomacy opinion Opinion towards Fanatic Purifier, unless it is also a Fanatic Purifier (in which case they have +200 Diplomacy opinion Opinion towards each other).

Empires with the Civic machine terminator Determined Exterminator civic can only engage in diplomacy with empires with Auth machine intelligence Machine Intelligence authority or Mechanical Mechanical main species.

Empires with the Civic devouring swarm Devouring Swarm and Terravore civics cannot engage in any diplomacy at all, not even with identical empires. Envoys are thus only useful to them for Espionage and First Contact.

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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