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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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Enclaves are special AI empires. They do not own any planets or systems, but consist of large stations. Once an empire has made contact with an enclave, they can purchase various services from the enclave. Enclaves are listed in the Diplomacy Menu under the "Others" category. Each enclave has two or three basic interactions, and a number of restricted interactions that can only be used after sufficient Diplomacy opinion opinion is reached.

The maximum opinion with an enclave is 100, and an empire builds opinion with them by using their services or owning the system with the enclave. Enclaves in owned systems gain Diplomacy opinion +1 opinion with the system owner each year. This is not cumulative when owning multiple systems with the same enclave.

When an enclave modifier expires the empire will be offered the option to extend it.

Curator Order[]

The Curator Order is an order dedicated to safeguarding lost knowledge and spread across up to three stations. They offer the following services:

Service Effect Requirements
Research aid Mod country all tech research speed +10% Research speed for 10 years, and Diplomacy opinion +20 opinion Energy Credits 1000 per 60 pops (max 5000)
Mysteries of the Universe
Tell us about
Adds a Leviathan point of interest to the situation log, and Diplomacy opinion +10 opinion Energy Credits 300
Yes Any unencountered Guardian
Mysteries of the Universe
How to defeat
Adds a permanent Damage +25% damage modifier against the chosen Guardian, and Diplomacy opinion +20 opinion Has encountered a Guardian
Energy Credits 2000 for Hives
Energy Credits 600 for Infinity Machine
Energy Credits 1000 for other Guardians
Mysteries of the Universe
How would we fare
Compares the total fleet power against the Guardian, and Diplomacy opinion +20 opinion
  • Below 5k: Poorly. Very poorly. Wait a second, you're not actually thinking of...? My goodness, with the ships you have? It... it would be a slaughter!
  • Between 5k and 15k: I would strongly advise against it. Your attacks would likely be more of an annoyance than a threat.
  • Between 15k and 30k: Hmmm... yes... yes, I suppose you might actually stand a chance. If you combined your entire fleet... it would not be an easy victory, mind you, but one that is at least within the realm of possibility.
  • Over 30k: Yours is a mighty fleet, comparable to some of the greatest armadas recorded in the annals of the Curator Order. Victory is certainly within your reach.
Has encountered a Guardian
Energy Credits 2000 for Hives
Energy Credits 600 for Infinity Machine
Energy Credits 1000 for other Guardians
Establish Think Tank Allow the construction of Sb curator think tank Curator Think Tank starbase buildings in enclave system Spaceport 1 starbases Diplomacy opinion 50
Recruit scientist Gain a level 5 Scientist Scientist renowned paragon
If the Galactic Paragons Galactic Paragons DLC is installed it unlocks the Curator Archivist council position
Diplomacy opinion 50
Energy Credits 1000
NoGestalt consciousness Gestalt Consciousness
NoLeader trait curator Curator scientist owned
Fundamental principles Cognitive Node gains the Leader trait curator Curator trait Diplomacy opinion 50
Energy Credits 1000
Gestalt consciousness Gestalt Consciousness
NoLeader trait curator Cognitive Node has the Curator trait
Buy Intelligence Gain Intel +20 intel on target empire, and Diplomacy opinion +10 opinion Diplomacy opinion 50
Energy Credits 1000
Infinity mystery Gain Engineering research 1000-10000 Engineering research Leviathans Mirror of Knowledge modifier
Can only be done once
L-Gates Gain an L-Gate Insight, and Diplomacy opinion +20 opinion Energy Credits 5000
Time Once per 10 years
Distant Stars Encountered an L-Gate

Artisan Troupe[]

The Artisan Troupe is an enclave dedicated to all arts and spread across up to three stations. They offer the following services:

Service Effect Requirements
Become patron Gain the Patron of the Arts modifier for 10 years (Monthly unity +10% monthly Unity), and Diplomacy opinion +20 opinion.
Becoming a patron also allows Patron Events to trigger:
  • Newsletter events give the option to convert Energy Credits 500 energy into Influence 50 influence. It can only happen up to 4 times.
  • Equipment malfunction events give the option to gain Minerals 500 minerals or Influence 50 influence.
  • The more important one grants access to the empire-unique Ministry of Culture building for Energy Credits 500 energy.
Energy Credits 1000 per 60 pops (max 5000)
Commission art piece Gain the Decision art monument Exhibit Art Monument decision, and Diplomacy opinion +10 opinion Energy Credits 600
No Does not own 5
Found Art College Allow the construction of Sb artist college Art College starbase buildings in enclave system Spaceport 1 starbases Diplomacy opinion 50
Organize festival Gain the Festival of Worlds modifier for 10 years (Happiness +15% happiness and Mod pop growth speed +10% pop growth speed), and Diplomacy opinion +15 opinion.
There is also a chance for one of the following to happen within the next year:
  • 10% chance: A stampede kills a pop; either divert the media's attention for Influence 100 Influence or suffer a negative modifier for two years (Happiness −20% happiness, Energy Credits −10% energy from jobs). Increased chance for MaterialistFanatic Materialist Materialist empires.
  • 10% chance: Some artisans wish to settle. Accepting will add 2 artisan pops to an owned colony. The climate preference will always match. Increased chance for XenophileFanatic Xenophile Xenophile or PacifistFanatic Pacifist Pacifist empires.
  • 5% chance: The artisans steal Energy Credits 1000 energy, end the festival modifier, and refuse to communicate for 10 years. Increased chance for XenophobeFanatic Xenophobe Xenophobe or MaterialistFanatic Materialist Materialist empires.
Diplomacy opinion 50
Energy Credits 1000

XuraCorp[]

XuraCorp is one of the three trader enclaves and the one guaranteed to appear in every game. They offer the following sevices:

Service Effect Requirements
Strategic Resource deal Provides 1-5 monthly Exotic gases Exotic Gases and 1-3 yearly Diplomacy opinion Opinion for 10 years, and Diplomacy opinion +5 Opinion times amount purchased.
Can be ended at any point but will cancel the Diplomacy opinion Opinion gained
Automatically canceled if there is an Energy Credits Energy shortage situation
Energy Credits 500 per unit
Energy Credits 10 monthly per unit
Seek expertise Gain a level 5 Governor Official renowned paragon
If the Galactic Paragons Galactic Paragons DLC is installed it unlocks the Trader Liaison council position
Diplomacy opinion 50
Energy Credits 500
Once per enclave

Muutagan Merchant Guild[]

Muutagan Merchant Guild is one of the three trader enclaves. They offer the following sevices:

Service Effect Requirements
Strategic Resource deal Provides 1-5 monthly Rare crystals Rare Crystals and 1-3 yearly Diplomacy opinion Opinion for 10 years, and Diplomacy opinion +5 Opinion times amount purchased.
Can be ended at any point but will cancel the Diplomacy opinion Opinion gained
Automatically canceled if there is an Energy Credits Energy shortage situation
Energy Credits 500 per unit
Energy Credits 10 monthly per unit
Seek expertise Gain a level 5 Governor Official renowned paragon
If the Galactic Paragons Galactic Paragons DLC is installed it unlocks the Trader Liaison council position
Diplomacy opinion 50
Energy Credits 500
Once per enclave

Riggan Commerce Exchange[]

Muutagan Merchant Guild is one of the three trader enclaves. They offer the following sevices:

Service Effect Requirements
Strategic Resource deal Provides 1-5 monthly Volatile motes Volatile Motes and 1-3 yearly Diplomacy opinion Opinion for 10 years, and Diplomacy opinion +5 Opinion times amount purchased.
Can be ended at any point but will cancel the Diplomacy opinion Opinion gained
Automatically canceled if there is an Energy Credits Energy shortage situation
Energy Credits 500 per unit
Energy Credits 10 monthly per unit
Seek expertise Gain a level 5 Governor Official renowned paragon
If the Galactic Paragons Galactic Paragons DLC is installed it unlocks the Trader Liaison council position
Diplomacy opinion 50
Energy Credits 500
Once per enclave

Salvagers[]

The Salvagers is an enclave dedicated to scrapping and repurposing ships or their materials. They will contact an empire and offer a gift of 150-2000 Alloys Alloys if first contact with them is not completed before the empire researches the Tech battleships Battleships, Tech starbase 5 Citadel or Tech mega engineering Mega-Engineering technology. They offer the following services:

Service Effect Requirements
Scrap a fleet Disbands a fleet and gain Alloys alloys equal to a quarter of the total construction cost, and Diplomacy opinion +10 opinion
  • Fleets created by the R prethoryn queen Prethoryn Brood-Queen relic or the Lost Amoeba event can be scrapped for 600 Food Food but incur an extra cost of Energy Credits 200 energy and grant only Diplomacy opinion +5 opinion
  • If scrapping the fleet from the Lost Amoeba event, there's a 25% chance that the space amoeba instead permanently protects the enclave
Fleet in the enclave system
Energy Credits 300
Time Once per 5 years
Reclaimed vessels Purchases 1 or 10 ships based on other empire' designs, and Diplomacy opinion +1-5 opinion Energy Credits 150 per corvette
Energy Credits 300 per destroyer
Energy Credits 600 per cruiser
Energy Credits 1200 per battleship
Time Once per 2 years
Salvage some debris Automatically investigate up to 3 debris fields in 90 days, and Diplomacy opinion +5 opinion Unknown Debris within borders
Diplomacy opinion 20
Energy Credits 400
Engineering research Research speed (Engineering) +15% Engineering research speed for 5 years, and Diplomacy opinion +5 opinion Diplomacy opinion 20
Alloys 150
Energy Credits 1000 per 60 pops (max 5000)
Salvage Works buildings Allow the construction of Sb salvager workshop Salvage Works starbase buildings in enclave system Spaceport 1 starbases, and Diplomacy opinion +10 opinion Diplomacy opinion 40
Energy Credits 1000
Hire a master salvager Gain a level 5 Scientist Scientist renowned paragon
If the Galactic Paragons Galactic Paragons DLC is installed it unlocks the Master Salvager council position
Sb salvager workshop Salvage Works
Diplomacy opinion 50
Energy Credits 800
Volatile motes 20

Shroud-Touched Coven[]

Shroudwalker enclave

Shroud-Touched Coven station

The Shroud-Touched Coven is an enclave dedicated to harnessing the power of the Shroud and spread across up to three stations. Empires with the Origins teachers of the shroud Teachers of the Shroud will start in contact with them. They offer the following services:

Service Effect Requirements
What is to be our fate Starts a Sign of the Visitor or Sign of the Locus situation, which can trigger various events or create anomalies, and Diplomacy opinion +10 opinion Influence 50
Energy Credits 1000 per 60 pops (max 5000)
Send us a teacher Gain a level 5 Governor Official renowned paragon
If the Galactic Paragons Galactic Paragons DLC is installed it unlocks the Shroudwalker Teacher council position
Influence 50
Energy Credits 10 per Empire Size
One use per purchase
Insight on another empire Starts a Shroudwalker Insight situation which gives the following reward when completed, and Diplomacy opinion +10 opinion
  • 40% chance random asset
  • 25% chance +15 Spy network Infiltration
  • 25% chance +20 Intel Intel
  • 10% chance nothing
Diplomacy opinion 20
Influence 50
Energy Credits 1000 per 60 pops (max 5000)
Spy network Spy network
Time Once per year
Travel via the Shroud Allow the construction of Sb shroud beacon a Shroud Beacon starbase building, and Diplomacy opinion +10 opinion Diplomacy opinion 40
Energy Credits 800
Can only be done once

Mercenary enclaves[]

Unlike other enclaves, mercenary enclaves do not exist at the start of the game and instead are founded during gameplay. Gestalt consciousness Gestalt Consciousness empires cannot found mercenary enclaves but they can become patrons by taking ownership of an enclave's system.

Convert into Mercenary Enclave Founding a mercenary enclave requires sufficient mercenary enclave capacity, a fleet of size 50 or larger that cannot cloak led by a commander in an owned system with a moon or asteroid, and no enclave – mercenary or other – already present in that system; this costs Energy Credits 1500 energy, Alloys 2000 alloys, and Influence 100 influence. Once the order is given, the enclave constructs its station in the fleet's current system, the fleet's commander leaves the empire to become the leader of the new enclave, and the fleet is transferred to the enclave.

Mercenary enclaves provide the following services:

  1. Empires can rent a mercenary fleet for 10 years and gain Diplomacy opinion +15 opinion for an Energy Credits Energy cost that scales with the enclave's opinion and tier. The contract can be renewed at any point for an additional Energy Credits energy cost and Diplomacy opinion +5 opinion. Mercenary fleets are led by commanders with the Leader trait mercenary warrior Mercenary Warrior trait. If the mercenary enclave station is attacked, all mercenary fleets are recalled, and their clients are refunded between Energy Credits 3000-44000 energy, depending on enclave tier.
  2. Empires that have at least Diplomacy opinion 20 opinion with the enclave can pay Energy Credits 600, 1100, or 2000 energy to hire Army assault 5, 10 or 15 mercenary armies. If the enclave is at least tier 4, empires can also pay Energy Credits 1200 or 2300 energy to hire Army assault 5 or 10 mercenary mechanized armies. All options will grant Diplomacy opinion opinion equal to the number of armies hired, plus 5 additional opinion if hiring a mechanized army.
  3. Empires that have at least Diplomacy opinion 30 opinion with the enclave can buy Mod navy size add +15% naval capacity for 10 years. This costs between Energy Credits 1000 and 5000 energy based on current capacity and gives Diplomacy opinion +15 opinion.
  4. Empires that have at least Diplomacy opinion 40 opinion with the enclave can pay Energy Credits 1000 energy to unlock the Sb mercenary garrison Mercenary Garrison starbase building and gain Diplomacy opinion +15 opinion.
  5. Empires that have at least Diplomacy opinion 50 opinion with the enclave can pay Energy Credits 1500 or 5000 energy to gain Damage +15% damage versus a mid-game or end-game crisis.

The empire that owns a mercenary enclave's system, initially its founder, is the enclave's patron. Patrons have slightly reduced prices and receive a dividend at regular intervals. The dividend interval is mechanically a situation, and the base progress rate is +0.417 per month, resulting in a total time of 20 years. With all positive modifiers maxed out, the interval is a mere 1.83 years, though that relies on a non-patron hiring the fleet. More consistently, with the patron hiring the fleet, the minimum interval is 2.25 years. The rate is increased (and thus total interval decreased) by the following:

Source Base multiple Raw increase Interval with only this modifier
Ap lord of war Lord of War ascension perk +2.5 +1.043 5.75 years
Enclave fleet hired by anyone +1 +0.417 10 years
Enclave fleet hired by non-patron (stacks with above) +2 +0.833 5 years
Per mercenary enclave tier +0.4
(max +2)
+0.167
(max +0.835)
See table below
Per Resolution defence privatization Defensive Privatization resolution level +0.5
(max +2.5)
+0.208
(max +1.04)
13.3 years at level 1
5.75 years at level 5
Enclave has Financial Troubles modifier −5 −2.085 Never
Cannot reduce progress below 3

The dividend can be in the form of basic resources, research, or a fleet if the patron is using less than 95% of their Mod navy size add Naval Capacity; there is also a small chance of a special dividend or no dividend.

Dividend type Chance Tier 0/1 Tier 2/3 Tier 4/5
Basic Resources 24%
  • Energy Credits 6x energy output (100 ~ 1000)
  • Food 6x food output (100 ~ 1000)
  • Minerals 12x minerals output (150 ~ 2000)
  • Energy Credits 12x energy output (150 ~ 2000)
  • Food 12x food output (150 ~ 2000)
  • Minerals 18x minerals output (250 ~ 5000)
  • Energy Credits 18x energy output (250 ~ 5000)
  • Food 18x food output (250 ~ 5000)
  • Minerals 24x minerals output (350 ~ 10 000)
Energy only 24% Energy Credits 12x energy output (150 ~ 2000) Energy Credits 18x energy output (250 ~ 5000) Energy Credits 24x energy output (350 ~ 10 000)
Research 24%
  • Energy Credits 6x energy output (100 ~ 1000)
  • Research 6x research output (each 100 ~ 1000)
Energy Credits 12x energy output (150 ~ 2000)
Research 12x research output (each 150 ~ 2000)
  • Energy Credits 18x energy output (250 ~ 5000)
  • Research 18x research output (each 250 ~ 5000)
Fleet
Ships received based on largest class enclave has
24%
0% if patron uses >95% of Mod navy size add naval capacity
  • Energy Credits 6x energy output (100 ~ 1000)
  • Battleship 1 Battleship and Corvette 2 Corvettes, or Corvette 6 Corvettes
  • Energy Credits 12x energy output (150 ~ 2000)
  • Battleship 2 Battleships and Corvette 4 Corvettes, Cruiser 4 Cruisers,
  • Destroyer 3 Destroyers and Corvette 6 Corvettes, or Corvette 12 Corvettes
  • Energy Credits 18x energy output (250 ~ 5000)
  • Battleship 4 Battleships and Corvette 4 Corvettes, Cruiser 4 Cruisers and Destroyer 6 Destroyers,
  • Destroyer 7 Destroyers and Corvette 6 Corvettes, or Corvette 20 Corvettes
Special
Ships received based on largest class enclave has
2%
  • Energy Credits 6x energy output (100 ~ 1000)
  • Minerals 6x minerals output (100 ~ 1000)
  • Cruiser 1 Cruiser or Corvette 3 Corvettes
  • Energy Credits 12x energy output (150 ~ 2000)
  • Minerals 12x minerals output (150 ~ 2000)
  • Research 12x research output (each 250 ~ 100 000)
  • Battleship 1 Battleship and Corvette 2 Corvettes, Cruiser 2 Cruisers,
  • Destroyer 2 Destroyers and Corvette 2 Corvettes, or Corvette 6 Corvettes
  • Energy Credits 18x energy output (250 ~ 5000)
  • Minerals 18x minerals output (250 ~ 5000)
Research 18x research output (each 350 ~ 100 000)
  • Battleship 2 Battleships and Corvette 4 Corvettes, Cruiser 4 Cruisers,
  • Destroyer 3 Destroyers and Corvette 6 Corvettes, or Corvette 12 Corvettes
Financial Troubles
Choose one of three options:
2%

Energy Credits 6x energy output (100 ~ 1000), and enclave gains Financial Troubles modifier for 10 years


Kills current enclave ruler, and enclave gains Financial Troubles modifier for 2.78 years


Subsize enclave, based on tier (below), and gain Diplomacy opinion +20 opinion

Influence +100 Influence

Patrons that have at least Diplomacy opinion 80 opinion with the enclave can ask it to recall a fleet hired by another empire for a scaling cost and Diplomacy opinion −15 opinion; the fleet is recalled after 6 months and then 3 months later hired to the patron for 10 years. The patron can also offer to upgrade the enclave – with a one year cooldown, up to 5 times; upgrading improves the tier of its weapons and grants Diplomacy opinion +20 opinion each time, but also increases the fleet recall costs.

Enclave tier Upgrade cost Fleet recall cost Base patron dividend time Enclave loadout
Energy Credits Energy Alloys Alloys Energy Credits Energy Influence Influence Extra large Large Medium Small Guided Point defense Hangar
0 - - 1500 50 20 years 0 3 3 1 2 1 2
1 1000 500 3000 75 14.3 years 0 3 3 1 2 1 2
2 2500 1250 6000 100 11.1 years 0 6 6 2 4 2 4
3 5500 2750 10000 125 9.08 years 0 6 6 2 4 2 4
4 10000 5000 15000 150 7.75 years 1 6 6 2 4 2 4
5 13000 6500 22000 200 6.66 years 1 6 6 2 4 2 4

Mercenary enclaves build and upgrade ships the same way playable empires do, using all technologies researched by the empire that founded the enclave at the time of the founding. The enclave's patron can grant the enclave all its researched technologies, gaining Energy Credits +1000 energy and Diplomacy opinion +15 opinion.

Attacking enclaves[]

While enclaves never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. With around 10k fleet power and highest level weapons, they are no easy prey. Various rewards can be salvaged from their remnants, depending on the type of enclave destroyed.

Enclaves flag curator Curator station Enclaves flag artist Artisan station Enclaves flag trader Trader enclave Enclaves flag salvagers Salvager enclave Enclaves flag shroudwalkers Shroudwalker station Unknown Mercenary enclave
Loadout
  • Extra large 1 Lance T2
  • Guided 4 Torpedo T3
  • Large 6 Energy Torpedo T2
  • Medium 6 Disruptor T3
  • Small 6 Disruptor T3
  • Point defense 4 Point-Defense T3
  • Large 10 Armor T5
  • Large 10 Shield T5
  • Auxiliary 2 Shield Capacitor
  • Ship part sensor 4 Tachyon Sensors
  • Extra large 1 Arc Emitter T2
  • Guided 4 Missile T5
  • Large 6 Laser T5
  • Medium 6 Plasma Cannon T3
  • Small 6 Autocannon T3
  • Point defense 4 Point-Defense T3
  • Large 10 Armor T5
  • Large 10 Shield T5
  • Auxiliary 2 Shield Capacitor
  • Ship part sensor 4 Tachyon Sensors
  • Extra large 1 Cannon T2
  • Guided 4 Multi-Missiles T2
  • Large 6 Artillery T2
  • Medium 6 Kinetic T5
  • Small 6 Autocannon T3
  • Point defense 4 Flak T2
  • Large 10 Armor T5
  • Large 10 Shield T5
  • Auxiliary 2 Shield Capacitor
  • Ship part sensor 4 Tachyon Sensors
  • Extra large 1 Cannon T2
  • Large 6 Laser T5
  • Medium 6 Plasma Cannon T3
  • Point defense 4 Flak T3
  • Small 5 Small Cutting Laser
  • Large 7 Armor T5
  • Large 8 Shield T5
  • Large 3 Hull T2
  • Auxiliary 2 Shield Capacitor
  • Auxiliary 1 Nanite Repair System
  • Auxiliary 1 Orbital Trash Disperser
  • Extra large 3 Arc Emitter T2
  • Large 6 Laser T3
  • Medium 3 Null Void Beam
  • Point defense 6 Point-Defense T3
  • Large 18 Shield T6
  • Auxiliary 3 Shield Capacitor
Unknown Depends on patron upgrades
Reward
  • Engineering research 1000 Engineering Research
  • Physics Research 1000 Physics Research
  • Society research 1000 Society Research
  • Energy Credits 2000 Energy Credits
  • Minerals 2000 Minerals
  • Energy Credits 2000 Energy Credits
  • Minerals 2000 Minerals
  • Energy Credits 1500 Energy Credits
  • Alloys 7000 Alloys
  • Unity 10000 Unity
  • Zro 500 Zro
  • Energy Credits 2000 Energy Credits
  • Alloys 2000 Alloys
AI Opinion change −15 0 −15 0 0 0

Enclave stations do not drop debris for salvage. Attacking a Curator, Artisan, or Shroudwalker enclave makes every enclave station of the same type unavailable for trade.

Crystalline empire[]

If playing with the Origin void dwellers Void Dwellers origin (AI empires can't trigger it) then there is a 1% chance that during the mid-game a unique enclave known as the Crystalline Empire spawns near the galactic core. Its system does not have hyperlane connections but instead has a wormhole to a random system in the galaxy. Empires that are not Civic fanatic purifiersCivic devouring swarmCivic machine terminator Genocidal and have not attacked them can offer to help them every 20 years to receive one of the following:

Destroying the Crystalline Empire enclave grants no rewards.

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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