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An Empire is a group of planets and star systems that are ruled by the same government and controlled by a single player (or AI). Empires may have a variety of governments such as a democracy, oligarchism, despotism or imperial rule.
There are 24 playable Empires availaible in Stellaris. You can play as any of the preset Empires, or make your own.
Ethics are the most defining features of a space empire; they affect the behavior of AI empires, likely technologies, available policies and edicts, valid government types, the opinions of other empires, and - perhaps most importantly - provide the fuel for internal strife in large and diverse empires. Civics are the second-most defining features of a space empire; they affect the finer details of the empire's internal structure as well as having certain effects on the empire's behavior.
It should be noted that the name of the player empire and its government structure can always be changed in the government window.
Capital[]
The capital is the ruling seat of an empire as well as the final destination for all its trade routes. An empire's capital can be moved once every 10 years for a cost of 250 influence if the empire is at peace. An empire's capital planet and system are marked by gold star corners on the system and galaxy maps. The capital has its own set of unique designations.
Empire size[]
Please help with verifying or updating this section. It was last verified for version 3.10. |
Source | Size effect |
---|---|
Hive Mind authority | −25% |
Dictatorial authority | −10% |
Corporate authority | +25% |
Compact Living technology | −5% |
Empire size represents the increasing difficulties of managing a large empire. Each point of empire size above 100 increases tradition cost by +0.2% and technology cost by +0.1%. This penalty is affected by certain authorities and a single technology, as noted in the table on the right. Empire size also affects several other mechanics, typically increasing the cost to perform certain actions. Specifically, each point of empire size has the following effects:
- +10 unity cost to reform the empire's government
- +10 plus +6 per planetary ascension tier unity cost to increase planetary ascension tier
- +1% edict cost
- +0.25 infiltration daily for other empires building a spy network
- +0.5 naval capacity use required to maintain power projection
- +0.1% Progress points needed to launch an Agenda
Empire size is increased by each of the following owned by the empire:
Source | Size |
---|---|
Colony | 10 |
Branch offices | 2 |
System | 1 |
Pop | 1 |
District | 0.5 |
Each of these categories is affected by its own set of modifiers:
Source | Empire size |
---|---|
Courier Network tradition | −25% from systems and colonies |
Private Prospectors civic | −33% from systems |
Divided Attention civic | −50% from colonies |
Imperial Prerogative ascension perk | −50% from colonies |
Machine Intelligence authority | +50% from colonies |
Intergalactic Directives Regulated Growth | +5% from systems |
Intergalactic Directives Ensured Sovereignty |
|
Intergalactic Directives A Voice for All |
|
Modular Depots tradition | −25% from districts |
Construction Templates technology | −10% from districts |
Franchising civic | −25% from branch offices |
Imperial Charter modifier | −25% from branch offices |
Per Planetary Ascension tier | −5% from the colony, districts and per pop on the colony |
Source | Empire size |
---|---|
Docile species trait | −10% per pop |
Streamlined Protocols species trait | −10% per pop |
Unruly species trait | +10% per pop |
High Bandwidth species trait | +10% per pop |
Stellar Culture Shock planet modifier | −50% per pop |
Per governor skill level | −2% per pop on planet governor is assigned |
Fanatic Pacifist ethic | −30% from pops |
Subsumed Will civic | −20% from pops |
OTA Updates civic | −20% from pops |
Pacifist ethic | −15% from pops |
Machine Intelligence authority | −15% from pops |
Beacon of Liberty civic | −15% from pops |
Psionic Theory technology | −10% from pops |
Domination tradition tree finish | −10% from pops |
Harmony Kinship tradition | −10% from pops |
Synchronicity tradition tree finish | −10% from pops |
The Greater Good resolution 4 or 5 | −10% from pops |
Galactic Mobilization | +2% from pops |
Note that the "from pops" modifiers listed above apply on an empire-wide basis, whereas the "per pop" modifiers (also presented in game as "from pops") apply only to specific pops (e.g. those with the given trait), and the "Per Planetary Ascension Tier" bonus only applies to the pops and districts for a specific colony. These are three different categories of size modifier: All groups are additive within themselves, but multiplicative between each other. As an example, pops with the Docile trait in a sector governed by a level 1 governor in a Fanatic Pacifist empire with Beacon of Liberty with 2 levels of planetary ascension on all colonies with no planetary ascension bonuses will each contribute the following to the empire size:
Sector systems[]
Sectors are administrative regions within an empire. Every empire starts with a core sector, with the homeworld as the sector (and empire) capital. All sectors extend up to four hyperlanes away from the sector capital. All contiguous systems within that range are included in the sector; sectors cannot extend across systems that belong to a different sector, a different empire, or are unowned. Sectors also cannot extend through wormholes or gateways. Each sector can have a leader assigned to it, applying their level effects and traits to all colonies in the sector. Any colony which is not in a sector can be selected as the sector capital of a new sector, with the planet becoming marked by blue star corners on the system and galaxy maps. The new sector immediately adds all contiguous systems up to four hyperlanes away to itself.
It is also possible to change a sector capital to a new colony at any time at no cost. This immediately updates the sector's contained systems as if creating a new sector. Changing the core sector's capital requires moving the empire capital with the usual cost to do so.
Sectors of empires that are not Gestalt Consciousness or Fanatic Purifiers can be turned into a subject empire. The new empire will have the same ethics, authority, civics and technologies but not sovereign civics.
All sectors, including the core sector, can be given a Sector Focus. Choosing a Sector Focus will make the sector develop itself automatically towards a given direction as long as it has resources, reducing micromanagement.
Relative power[]
Relative Power is a measure of how much empires are ahead of one another in terms of resource production, fleet power or researched technologies. A Relative Power of Superior/Inferior means that an empire has 50% more (1.5x) resource production, fleet power or researched technologies and a Relative Power of Overwhelming/Pathetic means that an empire has 150% more (2.5x) resource production, fleet power or researched technologies.
Relative Power is split into three categories: Fleet Power, Economic Power and Technology Level.
Fleet Power: The combined fleet power of every owned fleet.
- +1 per 1 Fleet Power
Economic Power: A weighted sum of all monthly income, including income from trade agreements. Monthly spending is not part of this score. The various resources are weighted the same as their base market price (base energy price for 1 unit):
- +1 per Minerals or Food
- +2 per Consumer Goods
- +4 per Alloys
- +10 per common strategic resources
- +20 per rare strategic resources
Technology Level: 60 + the combined base Tech Cost of all researched technologies, divided by 100. Repeatables only count 0.33x as much as regular technologies.
- +60 Base Technology Level
- +0.01 per 1 base Tech Cost of all researched technologies, including repeatable technologies
The formula to calculate the overall power of an empire is:
Victory score[]
Please help with verifying or updating this section. It was last verified for version 3.10. |
Victory score tallies an empire's total accomplishment. The empire that has the highest score when the Victory Year arrives is declared winner. The Victory Year is configurable and can be disabled altogether. An empire will always declare victory, if it's the only one that can do so. All players may continue the game session normally even after an empire declares victory and the victory is, in practical terms, of little concern.
The Victory Window shows a total score for each empire and its ranking, as well as a breakdown by category. The categories are as follows:
Economic Strength: +1 per 1 Economic Power based on Relative Power OR +5000 if the Empire has no economy.
Technology Level: 60 +0.25 per 1 Technology Level over 60 based on Relative Power
Number of Systems: +10 per system
Number of Colonies: +50 per colony
Number of Pops: +2 per pop, regardless of type
Subject Empires: +50% of a subject empire's score is given to the overlord
Federation: +10% of each other federation member's score is shared by all federation members
Crisis Ships Killed: +10 per crisis ship destroyed
Relics Collected: Each Relic grants a large amount of score. The score of each Relic is shown on the Relics page.
Empire modifiers[]
Please help with verifying or updating this section. It was last verified for version 3.10. |
Empire Modifiers are gained through a variety of actions such as event choices or diplomacy with enclaves. They affect the entire empire and as such bring large benefits or penalties.
The following modifiers are permanent. They are always positive and last the entire game.
Modifier | Effects | Source | Description | DLC |
---|---|---|---|---|
Ethic Promoted | +100% Chosen ethic attraction |
|
This Ethic is being promoted by the government. | |
Ethic Suppressed | −75% Chosen ethic attraction |
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This Ethic is being suppressed by the government. | |
Flagellating Movement | +5% Evasion |
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We have updated our Evasive fleet stance protocols based on observations of the Space Amoebas' flagella. | |
Amoeba Hunter | +33% Damage to Space Amoebas 1000 Energy per destroyed Space Amoebas fleet |
Amoeba carcasses are rounded up after battle and their internal organs harvested for valuable organic compounds, bringing in 1000 for every fleet destroyed. | ||
Amoeboid Pacification | Space Amoebas will not attack owned ships |
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Fleets regulate radiation venting when approaching Space Amoebas, and the spaceborne creatures no longer recognize us as a threat. | |
Crystal Focus | +5% Energy Credits from Jobs |
|
Improved transmission mediums modeled after the Crystalline Entities' unique internal structures minimize resistive losses in energy production and distribution. | |
Crystal Hunter | +33% Damage to Crystalline Entities 500 Minerals per destroyed Crystalline Entities fleet |
The shattered remains of Crystalline Entities are automatically salvaged after battle, bringing in 500 for every fleet destroyed. | ||
Crystalline Pacification | Crystalline Entities will not attack owned ships | Short-wave broadcasts at certain frequencies effectively disguise our fleets as fellow Crystalline Entities, and the spaceborne creatures no longer recognize us as a threat. | ||
Drone Mining Techniques | +10% Mining Station Minerals Output |
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Using techniques derived from the Mining Drones allows us to efficiently exploit mineral veins previously not deemed worth the trouble. | |
Drone Destroyer | +33% Damage to Ancient Mining Drones |
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The Mining Drones are obviously mass-produced. A weakness found in one is a weakness found in all. | |
Void Loops | +10% Physics Research from Jobs |
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The anomalous nature of the Void Clouds open up new possibilities in physics research. | |
Cloud Destroyer | +33% Damage to Void Clouds |
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The Void Clouds' charge fluctuates in a rapid but observable cycle. Striking with precise timing dramatically destabilizes the inscrutable energies that animate the entities. | |
Tiyanki Butcher | +10% Damage to Tiyanki +10% Damage to Tiyanki Matriarch |
|
Our in-depth knowledge of Tiyanki anatomy allows us to strike them with surgical precision, maximizing damage. | |
Harsh Truth | −25% Modify Species Special Project Cost +20% Xenophobe Ethics Attraction |
|
While we were able to embrace the knowledge of long-dead aliens and their genetic manipulation test subjects, it also proved to us that space is not a friendly place. It is easy to turn from predator to prey. | |
Mysterious Universe | +20% Xenophile Ethics Attraction |
|
Exploring the universe is an undertaking full of wonders. It is amazing that life can flourish even in the farthest corners of the galaxy and in the most dangerous conditions. Our people, fascinated by stories of diverse creatures living together in harmony, are ready to face the mysteries of the universe. | |
Unified Thought | +10% Governing Ethics Attraction |
|
The universe is harsh, but we must stay true to our path so that we do not follow the mistakes of those who have gone before us. | |
Sentinel Data | +20% Damage to Prethoryn Creatures |
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These detailed anatomy files on the Prethoryn were given to us by the Sentinels. With their help we have been able to identify several weak points in the exoskeletons of the Prethoryn creatures. | |
Asteroid Encryption | +1 Encryption |
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Using ancient encryption discovered inside an abandoned relay station, this empire protects their secrets. | |
Asteroid Relay Stations | +2 Planet Sensor Range +2 Planet Hyperlane Detection Range |
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This empire has started placing sensors inside asteroids of surrounding systems, granting them increased sensor range. | |
Minerals Mapping | +10% Minerals from Jobs |
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A system enabling us to quickly chart underground terrain and accurately map mineral veins. | |
Transcended Consciousness | +5% Monthly Unity |
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A fragment of our collective consciousness is lodged in the event horizon of a black hole, where a single second stretches into an eon. The time difference has its uses. | |
Radiation-Hardened Components | +5% Monthly Unity +5% Research Speed |
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Our empire perfected the process of shielding mechanical components from the damage caused by cosmic rays. | |
Defeated Absurdism | +5% Monthly Unity +10% First Contact Discovery Speed +1 Codebreaking |
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A particularly memorable first contact exchange forced us to come to grips with absurdist responses. There is now no challenge too great for our linguists to decode. | |
Interstellar Flow Prediction | +2 Ship Hyperlane Detection Range +5% Monthly Physics Research |
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Our understanding of hyperlane travel has been advanced by light years following the revelation that a species we met held some keys to new knowledge in the patterns they made on their skins. | |
Universal Translator | +10% Monthly Society Research +15% Envoy Improve Relations |
|
Although the so-called "Universal Translator" falls short of the initial promises of our researchers to instantly facilitate communication with any and all intelligent species, it is nevertheless a highly useful communication tool that now forms part of the standard equipment of our envoys and social scientists. | |
Hive Harrier | +25% Damage to the Asteroid Hives |
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Updated targeting data will allow our fleets to bombard Asteroid Hives where their surface armor is the most vulnerable. | |
Draconic Beats | +25% Damage to the Ether Drake |
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Military fleets have been instructed to fire at the Ether Drake in a specific rhythm when engaging the dragon. | |
Dreadnought Dazzler | +25% Damage to the Automated Dreadnought |
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Fleet commanders engaging the Automated Dreadnought have been instructed to target any subsystems that will impair its automation processes. | |
Portal Pacifier | +25% Damage to the Dimensional Horror |
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The portal spawned by the Dimensional Horror can be destabilized if we launch pinpoint attacks against certain weak areas. | |
Stellar Drain | +25% Damage to the Stellar Devourer |
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The Curators have instructed us to fire at the Stellar Devourer's regulatory valves in order to disperse its inner heat. | |
The Infinite Calibrator | +25% Damage to the Infinity Machine |
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The Infinity Machine's real-time threat update system has one weak spot. It cannot keep up with constant change. We will henceforth assign a crew member on each ship to constantly make calibrations to the ship guns. | |
Technology of the Divine | +5% Happiness |
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Our people are praising the gigantic spherical calculator as a sign of the Divines' true power in the world. | |
The Singularity Processor | +5% Research Speed |
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A processing unit capable of expanding upon itself. This will further enhance our research capabilities. | |
The Mirror of Knowledge | +10% Research Speed |
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We have gazed into the mirror universe of the Pantagruel black hole, enhancing our research capabilities. | |
Ageless | +15 years Leader lifespan |
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Aging less with Ageless... | |
Neural Bank | +10% Research Speed |
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The invention of a neural bank has allowed us to improve our engineering research speed. | |
Inoculated Population | +5% Pop Growth Speed +10 years Leader lifespan |
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The inoculations given to us by the Ancient Caretakers have proven of immense benefit, reducing illness and increasing the life expectancy of our population. | |
Improved Code Standards | +5% Robot output |
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The changes that the Ancient Caretakers made to our code base have turned out well, and has resulted in an permanent upgrade in resource production capabilities across our whole population. | |
Matricidal Instinct | +25% Damage to the Tiyanki Matriarch |
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There is a chink in the ancient Tiyanki Matriarch's armor, in the form of a massive unexploded proton torpedo lodged in her hide. Our fleets know how to detonate it. | |
Protective Coating | +25% Damage to the Voidspawn | Heeding the Curators' advice, we have covered our ships in a coating that will protect them from the Voidspawn's corrosive spittle and spikes. | ||
Scavenger Slayer | +25% Damage to the Scavenger Bot |
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The Scavenger was not built on any pre-engineered design. As a result, its ramshackle construction contains a number of structural weaknesses. Any fleet made aware of them could exploit this. | |
Asteroid Thrusters | +5% Sublight Speed |
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Using ancient thrusters built for asteroids, this empire now moves faster. | |
Secrets of the Baol | −15% Terraforming cost |
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We have put the ancient knowledge of the Baol to our own use. | |
Secrets of the Cybrex | +10% Megastructure build speed |
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We have put the ancient knowledge of the Cybrex to our own use. | |
Secrets of the First League | +15% Industry research speed +10% Planet build speed |
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We have put the ancient knowledge of the First League to our own use. | |
Secrets of the Irassians | +20% Biology research speed +5% Pop growth speed |
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We have put the ancient knowledge of the Irassians to our own use. | |
Secrets of the Vultaum | +15% Computing research speed +10% Amenities |
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The Vultaum archives have expanded our knowledge of computing considerably. We have used what we learned to create artificial virtual worlds for the enjoyment of all. | |
Secrets of the Vultaum | +15% Computing research speed +5% Mechanical pop assembly speed |
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The Vultaum appear to have accepted some fundamentally illogical concepts in their research. Their research into computing and virtual worlds had some advances that we shall incorporate into our own processes. | |
Secrets of the Zroni | +40% Psionics research speed |
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We have put the ancient knowledge of the Zroni to our own use. | |
The Chosen of Zarqlan | +10% Spiritualist Ethics Attraction | As the chosen people of Zarqlan we can safely colonize Holy Worlds. | ||
A Life Worthwhile | +5% Happiness |
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Ever since the archaeological uncovering of an alien memorial stone, the empire's population have started to appreciate life a bit more. | |
Oracle | +10% Monthly Unity |
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The Oracle operates the empire like a well-oiled machine...when you oil her. | |
Cheap Thrills | −10% Pop Consumer Goods Upkeep +5% Happiness |
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The Evermore, originally a virtual realm in which the digitized consciousnesses of aliens lived in eternal bliss, has been repurposed into a playground for the masses. | |
Anthem of Aurora | +5% Monthly energy credits |
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The science division has managed to reproduce the ethereal hymn "sung" by an encountered aurora borealis entity. All Energy production facilities now have harmonics systems that amplifies the yield. | |
Modern Trench War | +20% Defense Army Health |
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Archaeological discoveries from a planet once besieged by gargantuan snail-like creatures has led to new and effective insight on how to utilise the environment for protection. This will improve the survivability of our armies in defensive combat against all ground assaults - even from giant space slugs! | |
Killer Microorganism | +50% Army Damage +100% Army collateral damage |
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Our armies go into battle armed with a microorganism capable of devouring the life tissue of any being with verocious speed. Of course, they cannot entirely guarantee the safety of innocent bystanders as a result of its use... | |
Shallarian Terraforming Knowledge | −10% Terraforming cost +20% Terraforming Speed |
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The ancient Shallarian nation is long-extinct, but their unparalleled knowledge of terraforming lives on in us. | |
Rudari Death Laser | +5% Energy weapons damage +5% Ship weapons range |
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As their civilization crumbled under the onslaught of enemy forces, the Rudari attempted to create a laser weapon capable of being deployed at interstellar range. Although they failed in this endeavor, their research has proved extremely useful to our own weapons specialists. | |
Forced Mindfulness | +5% Monthly unity |
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During their time trapped in a deadly, lava-filled maze, our archaeology team developed a routine of mindful relaxation. The fundamental principles of this exercise is now commonly known throughout the empire. | |
Glory to the Many | +5% Monthly unity |
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An expedition marooned inside a maze full of lava temporarily lost touch with the Hive Mind. Unable to rely on the collective consciousness they suffered a brief encounter with the dreaded notion of Self; a terrifying experience that only strengthened the contempt for individualism. | |
Debug Subroutine | +5% Monthly unity |
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While temporarily isolated in a maze full of lava, our archaeology units were disconnected from the network and unable to perform their function. They developed an algorithm that allowed them to run a debug subroutine while in sleep mode. This subroutine was later uploaded and patched in to the main system. | |
Spurred by the Past | +5% Monthly unity +5% Happiness +5% Research Speed +10% Governing Ethics Attraction |
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The revelation of our true past sparks motivation and a sense of purpose in our entire species. | |
Full Circle | +10% Monthly unity +5% Happiness +5% Research Speed +20% Governing Ethics Attraction +0.5 Monthly influence |
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Our empire may forever enjoy the sense of purpose and closure we acquired by helping the Benefactors of our past. | |
Goes Around, Comes Around | +10% Monthly Unity +5% Happiness +5% Research Speed +20% Governing Ethics Attraction +0.5 Monthly influence |
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Our empire is enjoying the positive effects from helping and forgiving an enemy of the past. | |
Streamlined Logistics | +10% Trade Value +2.5% Monthly Consumer Goods |
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The federation is reaping the rewards of having implemented a consolidated logistical standard. | |
Fully Streamlined Logistics | +12% Trade Value +5% Monthly Consumer Goods |
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The federation is enjoying a noticeable profit increase thanks to new, streamlined logistical standards. | |
Zombie Contract Manipulation | +50% Authoritarian Ethics Attraction |
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This empire fiddled with their zombie workers' contracts so that it's actually impossible to get out of debt. | |
Primordial Dragonslayers | +20% Governing Ethics Attraction +10% Monthly Unity |
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Since time immemorial, a mighty Drake has roamed our home system... but no more! Freed from this threat, nothing remains that could hold us back as we march into the future. | |
Imperial Charter | −25% Empire Size from Branch Offices +10% Branch Office Value |
Our Imperial Charter gives us the right to open branch offices on planets throughout the Galactic Imperium, where we can establish Imperial Concession Ports. These branch office buildings generate income for both us and the ruler of the Galactic Imperium. | ||
Syamelle's Blessing | +15% Pop Growth Speed | A mysterious being blessed us after a brief but amorous encounter. A new vigor courses through us, and each rendezvous seems to offer new possibilities... | ||
Syamelle's Curse | −50% Pop Growth Speed +3 Monthly Organic Pop Assembly |
A mysterious being cursed us to never know again true love and desire. At the same time, however, she granted us to procreate by more mechanical means. | ||
Luminous Blades | +1.5% Empire Alloys per Knight job | Every Knight job increases empire Alloy production by 1.5%. | ||
Trophies of the Doomslayer | +10% Knight job output +10% Lord Commander job output |
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Trophies and tales of a knight's journey through a hellish dimension. A source of inspiration for many knights and squires who yearn to one day undertake such a quest. | |
Certified Educator | +25% Technological enlightenment effectiveness |
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The student becomes the master. | |
Free From Strife | +30% Monthly unity |
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We must give peace a chance to flourish. | |
Rightful Due | +50% Diplomatic Weight |
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Even the mightiest empire will bend under the weight of Justice. | |
Underdog | +20% Damage to endgame crisis factions |
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When a bigger empire bites, we bite back. | |
The Gains of Freedom | +5% Monthly unity +10% Happiness +10% Society research from jobs +10% Governing ethics attraction +10% Resources from jobs −10% Crime |
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As a people, we can reap the rewards of equality justly earned. | |
Settled Differences | +1 Leader pool size +1 Research alternatives |
Having settled their ideological differences, these people stand as one. | ||
Triumviri | +1 Civic slots −40% Tradition cost from empire size |
While our partner planet provides us with insights into technology and tactics, the Fevorians' unique historical perspective has provided a new lens through which to view our own society. | ||
Bane of the Prophetess | +15% Militarist ethics attraction +5% Ship weapons damage |
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By our actions, the desperate efforts of the Charynoi prophetess to find redemption for her people were thwarted. No forgiveness shall be shown to their kind! | |
The Redemption of the Charynoi | +10% Monthly unity +50% Observation station produces |
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Our completion of Ithikarios' shield has allowed the Charynoi - or at least some of them - to find redemption. | |
Flourishing Trade | +5% Trade value |
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Applying economic pressure on a pre-FTL country has proven advantageous. For us. | |
No Worries | +20% Happiness |
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We're not ones to fuss. | |
Predictive Trading Algorithms | +15% Trade value |
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Our studies of the pre-FTLs and their aggressive trading practices have produced some compelling economic models. | |
Straight Talkers | +50% Rulers political power |
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We tell it as it is. | |
Stuffed Toy | +1 Stability +2% Happiness +2% Diplomatic weight |
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A stuffed toy made in our likeness. It fills us with determination. | |
Strengthened Government | +0.25 Unity from Clerks |
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Our empire has focused on creating a better-managed and more stable government. | |
Strengthened Government II | +25% Clerks Political Power +0.5 Unity from Clerks |
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Our empire has focused on creating a better-managed and more stable government. Special courses and pre-screening for government positions are a prerequisite to achieving this goal. | |
Strengthened Government III | +50% Clerks Political Power +1 Unity from Clerks +1 Edict Fund from Clerks |
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Our empire has focused on creating a better-managed and more stable government. Special courses and pre-screening for government positions are a prerequisite to achieving this goal. To further strengthen our clerical staff, we have implemented new regulations. Only the most upstanding and loyal citizens can apply for the job. | |
Revolutionary Spirit | +2.5 Stability +5% Citizen pop happiness |
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We are a people renewed with a sense of equality and unity. Stronger than ever, and freed from our despot, we will rule on our own, for better or worse. | |
Forged in Flames | +5% Ship fire rate +5% Ship weapons damage |
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It was not enough to unite our people in the common cause of space colonization. Again, we are ravaged by war. Loyalists are steadfast in their support of the throne, gaining a new sense of purpose in the face of traitors threatening their way of life and their beloved ruler. | |
Ascetic Approach | +5 Stability +5% Citizen pop happiness +20% Unity from jobs −10% Pop consumer goods upkeep |
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We learned our lessons the hard way. Our civil war taught us restraint and the importance of inner peace. Decadence and corruption must be opposed at every turn. | |
Closed Society | +5 Stability +5% Citizen pop happiness +10% Pop growth speed +2 Encryption |
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The recent upheaval showed us that being open to external powers can bring strife and misery. We need to safeguard ourselves from such threats in the future. | |
Freedom Fighters | +5 Stability +5% Citizen pop happiness +10% Ship fire rate +10% Ship weapons damage |
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We look to the stars and beyond, to uplift and free others. Our renewed navy is ready to bring equality to the farthest corners of the galaxy. | |
Harmonized Society | +5 Stability +5% Citizen pop happiness −15% Empire size from pops +75% Egalitarian ethics attraction |
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Finding inner peace has always been the goal of our community, and we finally managed to achieve it. Although we paid for it dearly, now it is time to reap the rewards. | |
Open Society | +5 Stability +5% Citizen pop happiness +10% Pop growth from immigration +1 Available envoys |
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The recent upheaval showed us that being closed to external forces can lead to strife and misery. We need to open ourselves up so we do not miss similar opportunities in the future. | |
Progress Oriented | +5 Stability +5% Citizen pop happiness +5% Resources from jobs −10% Ship build cost |
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The new society, forged in the fires of galactic civil war, knows the worth of their work. Together we strive to accomplish all of our goals. | |
Administrator Beryllia | −5% Empire size |
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Salvager Borin's robot companion has taken to office work, helping to refine our procedures by putting her self-learning capabilities to good use. | |
Improved Crime Fighting | −5 Crime +10 Trade protection |
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A series of new legislation to fight large scale criminal conspiracies. | |
Population United | +4% Happiness +2 Stability |
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Owning to Vas the Gilded's popularity with the people and her skill at bringing them together, society as a whole has grown more stable. | |
Prophesied Greater Destiny | +5% Diplomatic weight +25% Spiritualist Ethics Attraction |
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Ulastar's proclamations about our future glory spur the populace to renewed fervor and purpose. | |
Armor Layering | +5% Armor hit points |
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Investigation into the Talon's cladding has provided us with insights into hull optimization. This has allowed us to improve the armor of our ships without adding more weight. | |
Hull Hardening | +5% Ship hull points |
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By studying the Talon's hull, we have improved our understanding of ship frames, processes that should be quickly applicable in fortifying our own ships' exteriors. | |
Integrated Command | +10% Strike craft speed +5% Strike craft damage +5% Strike craft fire rate |
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Our integrated command processes have allowed us to innovate the way we use strike ships in combat. We will also be rid of the quarrels of the pesky admiralty. | |
Skrand Crisis Insight | +20% Damage to endgame crisis factions |
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Thanks to Skrand's insights we were able to devise effective ways to wage our war against the Crisis. | |
United In History | +5% Monthly unity |
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Moved by Skrand's testimony, our people regard him as a paragon of military virtue and a crucial reminder of the importance of vigilance. | |
Colonization Drones | +25% Colony development speed +25% Clear blocker speed +250-2500 Society when clearing a natural blocker 89% Chance for colonized worlds to gain a natural blocker |
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Colonization drones identify and categorize flora and fauna on our worlds, providing in-depth biological information. | |
Reconverted Leader | +1 Available envoys |
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One of our scientists possesses an unusual knack for diplomacy, leaving their previous pursuits behind for become an Envoy. We will make sure their new-found skills are put to better use. |
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Fractured Ambassadors | +10% Diplomatic weight +20 Opinion with non-Gestalt empires |
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Our mirror collective we encountered beyond the astral planes is of a fractured mind, but has offered to help us in our negotiations with other similar lifeforms. | |
Genesis Insight | +5% Society research |
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'An encounter with an extra-dimensional intelligence within the astral planes has granted us particular insight on the creation and development of new societies. | |
Astral Zeal | +100-100000 Unity per completed Astral Rift |
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Gain a small amount of Unity upon completing an Astral Rift. |
Unique empires[]
The following empires can appear during the game as a result of certain events. The species' climate preference will always match its homeworld.
Empire name | Species | Traits | Homeworld | Authority | Ethics | Origin | Civics | Requirements |
---|---|---|---|---|---|---|---|---|
United Nations of Earth | Human | Earth | Prosperous Unification |
Sol pre-FTL civilization achieving FTL after spawning in Early Space Age | ||||
Awoken | Awoken | Mechanical | Random | Prosperous Unification |
Limbo event chain outcome | |||
Larionessi Consciousness | Larionessi | Larion | Remnants |
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The Signal archaeology site | |||
Nivlac Circle | Nivlac |
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Random | Prosperous Unification |
Impossible Organism event chain outcome | |||
Subterranean Empire | Random |
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Random | Subterranean |
Subterranean Civilization event chain outcome | |||
Namaria | Namarian | Random | Prosperous Unification | |||||
Ketling Star Pack | Ketling | Ruinous Core | Prosperous Unification | |||||
Prikkiki-Ti | Prikki | Gish | Prosperous Unification | |||||
Daemonic Incursion | Daemon with Humanoids Daemon without Humanoids |
Random | Daemonic Incursion |
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The Doorway event chain outcome | |||
Habinte Unified Worlds | Habinte | Random | Dacha II | Life-Seeded | ||||
The Chosen | Charynoi | Random | Aspharelle III | Life-Seeded | ||||
The Formless | The Formless |
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zeya | Riftworld |
Imperial Fiefdom empires[]
Available only with the Overlord DLC enabled. |
The Imperial Fiefdom origin will generate a unique overlord and between 1 and 4 unique vassals depending on galaxy size. After 40-65 years from the game start, the vassals will offer to become a subject to the origin empire if they have Inferior relative power towards it. Accepting will grant a small reward.
Position | Homeworld class | Authority | Ethics | Civics | Diplomatic stance | First contact protocol | Subjugation reward | Min. galaxy size |
---|---|---|---|---|---|---|---|---|
Overlord | Gaia | Imperial | Cooperative | Proactive | None |
Tiny | ||
Vassal | Arid | Dictatorial | Isolationist | Aggressive | Engineering Research |
Tiny | ||
Vassal | Continental | Dictatorial | Cooperative | Cautious | Influence |
Small | ||
Vassal | Arctic | Dictatorial | Isolationist | Cautious | Unity |
Medium | ||
Vassal | Ocean |
|
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Mercantile | Proactive | Energy |
Large |
Minamar Specialized Industries[]
Available only with the First Contact DLC enabled. |
Minamar Specialized Industries is an empire created by the Broken Shackles and Payback origins. For the most part it plays like any regular empire with an advanced start, the only thing setting them apart being the Your Ladder To The Sky origin. It has Fanatic Materialist and Authoritarian ethics and uses Corporate authority and Indentured Assets and Public Relations Specialists civics regardless of whether MegaCorp is installed or not. Their main species has the Tomb World preference, Charismatic, Intelligent, Decadent and Wasteful traits. Their homeworld is a relic world.
Empires with the Broken Shackles and Payback origins have −1000 Opinion towards and from Minamar Specialized Industries and cannot choose the Proactive first contact dialogue option with Minamar Specialized Industries. The homeworld of Minamar Specialized Industries will contain enslaved pops from both empires' species.
Broken Shackles interactions[]
Empires with the Broken Shackles origin have the following interactions with Minamar Specialized Industries:
- Encountering Minamar Specialized Industries gives −10 Stability until First Contact is completed
- Completing First Contact with Minamar Specialized Industries gives +10% Unity for 10 years
- If forced into a Federation with Minamar Specialized Industries gain −10% Happiness and −25% Governing Ethics Attraction for 10 years
- If at war against Minamar Specialized Industries gain +10% Unity, −10% Ship Upkeep, −50% Army Upkeep, −50% Army Cost and +100% Army Build Speed
- If the war ends in surrender gain −10% Happiness for 10 years
- If the war ends in status quo gain −5% Happiness for 10 years
- If the war ends in enforcing demands gain +10% Happiness, +15% Unity, +20% Governing Ethics Attraction, +10% Monthly Consumer Goods, +5% Monthly Resources and +10% Specialist Pop Resource Output for 10 years
Payback interactions[]
Empires with the Payback origin have the following interactions with Minamar Specialized Industries:
- If the empire has a shortage situation after establishing communications with Minamar Specialized Industries it will gain the option between receiving a significant amount of the deficit resource or a small amount of Unity. This can only happen once every 5 years.
- The first time the empire technologically enlightens a pre-FTL civilization after establishing communications with Minamar Specialized Industries the empire will gain a choice between the Certified Educator empire modifier or a large amount of Unity.
- The first time the empire kills a guardian after establishing communications with Minamar Specialized Industries it will gain a choice between a large amount of Energy or a small amount of Unity.
- As long as the empire isn't at war with Minamar Specialized Industries, they will ask the empire to pay 5000 Energy, 10000 Energy or 5 Pops every 15 years (paying the full amount at once is impossible, if using console commands to have unlimited resources MSI will recognize and refuse to accept them). The empire will have 2 ways to approach them. Winning with either approach will end all interactions with Minamar Specialized Industries.
- After paying 2 times the empire will get a choice between the Payback casus belli or focusing on diplomacy. If focusing on diplomacy then 10 days after the empire joins the Galactic Community it will gain an objective choice between passing the Equal Standing Act or Non-Interference Act Pre-FTL Stance resolution, as well as all minor sanction resolutions. Passing the required Pre-FTL Stance resolution will grant a large amount of Unity. Passing all required resolutions will grant even more Unity and the Rightful Due empire modifier while Minamar Specialized Industries will gain a Planetary Revolt situation.
- Refusing to pay will cause a debt collector fleet to attack the capital system. The fleets can be defeated relatively easily but defeating them 3 times will result in Minamar Specialized Industries declaring war with the Animosity casus belli. If already a subject of Minamar Specialized Industries they will impose harsher terms of agreement. Defeating Minamar Specialized Industries in war will grant the choice between the Free From Strife empire modifier or unlocking the Punishment casus belli and Stop Atrocities wargoal.
- If Minamar Specialized Industries is destroyed by an endgame crisis the empire will gain the Underdog modifier.
References[]
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics • Leader |
Governance | Empire • Origin • Government • Civics • Policies • Edicts • Factions • Technology • Traditions • Situations |
Economy | Resources • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |