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The origin represents the background of a species before it unified itself into an empire. In games with randomly generated AI empires, some origins are unique, meaning only one empire with that origin can be generated.
Playable origins[]
The following origins can be selected when creating an empire. A few origins can also be used by pre-FTL civilizations.
Origin | Empire effects | Homeworld effects | Requirements | Pre-FTL | Unique | DLC | Description |
---|---|---|---|---|---|---|---|
Prosperous Unification |
Planetary Unification technology starts as a permanent research option | Start with 4 additional Pops Start with 2 additional Districts built +15% Happiness for 20 years +25% Amenities for 20 years +10% Resources from Jobs for 20 years |
Through its strife and triumphs, this society has reached every young civilization's ambition: a homeworld with unified goals, and a path open to the stars. | ||||
Galactic Doorstep |
Start with a dormant Gateway which will bring the following in the first years:
If the Gateway is reactivated it unlocks the Gateway Construction technology |
None | This civilization has a dormant Gateway in their home system - potential technological benefit, or a looming menace? | ||||
Lost Colony |
An advanced empire with the same species will exist in the galaxy Homeworld of the advanced empire can be found via the Go To button in the species tab If multiple empires have the origin and same species they will have the same parent empire If species portrait is Human the advanced empire will use the Sol starting system AI empires with this origin won't generate advanced empires if those were turned off |
Start with a positive homeworld modifier depending on authority Homeworld does not get the +30 Habitability bonus |
This civilization originated as a lost and forgotten colony, separated from its homeworld long ago. The struggling colonists endured many hardships before they could build up the necessary technological and industrial base that would allow for a return to space. | ||||
Remnants |
Guaranteed Habitable Worlds gain the Colonial Remains modifier when colonized Start with the Archaeostudies technology researched if Ancient Relics DLC is installed Head of Research starts with the Expertise: Archaeostudies trait if Ancient Relics DLC is installed |
Homeworld is a size 22 Relic World Start with 6 Ruined Arcology blockers The Ruined Arcology blockers unlock random techs when cleared Start with a Faculty of Archaeostudies building if Ancient Relics DLC is installed |
Agrarian Idyll | This civilization once spanned the void, controlling much of the galaxy. They were eventually defeated and almost destroyed, but after a long period of destitution they are returning to the stars. | |||
Fruitful Partnership |
Can construct Starseed Garden starbase buildings Can construct Orbital Garden orbital ring buildings Can use the Seed Bombing orbital bombardment stance Enables Open Seed Pods special projects A neighbor system will contain Tiyanki Space Whales No first contact with Tiyanki Space Whales In 5-10 years can gain a special project to unlock the Frequency Tuning technology |
None | Plantoid or Fungoid Machine Intelligence Devouring Swarm |
This verdant civilization has developed a unique synergy with spaceborne fauna. By offering their fruits to these creatures, they entice the seed dispersers to aid their colonization efforts. | |||
Mechanist |
Start with the Powered Exoskeletons technology researched Start with the Robotic Workers technology researched Machine Template System technology starts as a permanent research option +15% Mechanical Pop Assembly Speed +1 Mechanical Species Trait Picks |
Start with a Robot Assembly Plants building Start with 8 robot Pops with a trait matching their starting job Starting robots have the Bulky trait Starting robots have the High Maintenance trait |
Materialist Gestalt Consciousness Permanent Employment |
This civilization has been preoccupied with the idea of metallic automatons since the early Steam Age. Although many said it could not be done, the first true robots left the assembly lines long before even rudimentary space flight was achieved. | |||
Syncretic Evolution |
Can create a second species with the Serviles trait | Start with 12 Pops of the second species | Gestalt Consciousness Fanatic Purifiers |
A second species forms an integral part of this civilization. They are big, strong, and most of them have the intelligence of a particularly dim-witted child. Ancient wars have culled their species of their most aggressive tendencies, leaving them quite servile. | |||
Tree of Life |
Colonies start with a Tree of Life Sapling planetary feature Enables the Transplant Tree of Life decision Colony ships cost less Alloys but more Food Tree of Life planetary features are removed at 50 Devastation File:Bleak.png Worlds without a Tree of Life planetary feature have the following penalties: |
Start with a Tree of Life planetary feature Start with +1 built Agriculture district Start with −1 built Mining district |
Hive Mind Devouring Swarm Terravore |
This Hive evolved in a symbiotic relationship with a vast Tree. The Tree grants them many benefits, but its loss would cripple them. | |||
Resource Consolidation |
Capital star has a deposit of 10 Energy Other home system planets are broken or molten worlds with no resource deposits |
Homeworld is a Machine World with no blockers Start with a Consolidated Resources planetary feature Start with a Malfunctioning Replicator Bay blocker Start with an Organic Slurry planetary feature if Driven Assimilator |
Machine Intelligence Rogue Servitor Organic Reprocessing |
This Machine Intelligence has long-since consolidated all resources in their home system into their capital world, covering it entirely with machinery. | |||
Clone Army |
Can construct up to 5 Ancient Clone Vat buildings Species has the Clone Soldier trait Admirals have the Clone Army Admiral trait Start with the Cloning technology researched Start with the Gene Banks technology researched |
Start with two Ancient Clone Vat buildings After 3-5 years the Homeworld Excavation archaeological site appears Excavating the archaeological site starts the Genetic Crossroads event chain |
Gestalt Consciousness Permanent Employment |
A species of short-lived and infertile soldier clones exceptionally proficient in matters of war, left masterless and alone to question their engineered purpose and uncertain fate. | |||
Life-Seeded |
Species has Gaia World Preference |
Homeworld is a size 30 Gaia World |
Machine Intelligence Mutagenic Spas Permutation Pools Relentless Industrialists |
This civilization's home is a paradise, possibly designed just for them. | |||
Post-Apocalyptic |
Species has the Survivor trait | Homeworld is a Tomb World | Machine Intelligence Agrarian Idyll Anglers Trawling Operations |
Baptized by nuclear fire, this civilization has faced total annihilation - and survived. Devastated yet unbroken, they have rebuilt civilization from the ashes of their old world. | |||
Calamitous Birth |
Can build Meteorite Colony Ships Can construct Experimental Crater holdings |
Start with a Massive Crater planetary feature | Lithoid species Catalytic Processing Catalytic Recyclers Organic Reprocessing |
Not native to their 'homeworld', these Lithoids arrived when a meteorite slammed into the planet and killed off most of the native life. | |||
Common Ground |
Start with Diplomacy tradition tree adopted Start with the Federation tradition Start as the president of a Federation with two other members Federation starts with neutral Cohestion and 600 experience The two members will share at least one ethic with the president There will be no Guaranteed Habitable Worlds regardless of game settings +100 Permanent Opinion to and from Federation members +50 Trust to and from Federation members On day 2 choose the federation type The two members will have the same main species class if Selective Kinship Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed |
None | Genocidal Xenophobe Inwards Perfection Barbaric Despoilers |
This civilization established early contact with their immediate alien neighbors. Finding strength in their differences, they soon decided to face the future, and whatever it might bring, together. | |||
Hegemon |
Start with Diplomacy tradition tree adopted Start with the Federation tradition Start as the president of a Hegemony federation with two other members Federation starts with neutral Cohestion and 600 experience The two members will share at least one ethic with the president There will be no Guaranteed Habitable Worlds regardless of game settings The two members will have the same main species class if Selective Kinship Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed |
None | Genocidal Xenophobe Egalitarian Gestalt Consciousness Inwards Perfection |
This civilization established early contact with their immediate alien neighbors. Gradually, over the span of a century, they masterminded the birth of an interstellar union in which they would have a dominant role. | |||
Doomsday |
A warning is given a year before the homeworld explodes No guaranteed habitable planets will spawn near the home system Pops can be resettled from the homeworld regardless of ethics Enables the Evacuation Protocols edict +30% Happiness for 5 years after the first colony if not Gestalt Consciousness +30% Stability for 5 years after the first colony if Gestalt Consciousness |
Homeworld will become a Shattered World in 35 to 45 years Start with 10 Devastation Start with the Doomsday homeworld modifier which worsens every decade |
WARNING: Challenging Origin
This civilization's homeworld is highly unstable, and it is only a matter of time before it explodes. Their only hope is to seek refuge elsewhere before it is too late. | ||||
On the Shoulders of Giants |
A random home system planet has the Ex Gravitas archaeological site Can get the On the Shoulders of Giants mid-game event chain Cannot discover precursor anomalies or sites before completing their story 3 times more likely to discover precursor anomalies or sites after completing their story |
None | Gestalt Consciousness | This civilization has hidden boons in their solar system, placed there in a distant past by a mysterious benefactor. | |||
Scion |
Start as a Scion of a Fanatic Materialist or Fanatic Spiritualist Fallen Empire +100 Opinion to and from the overlord Start with a Wormhole leading to the overlord's capital system Surveying a Holy World grants a bonus of Influence or Unity Gain a more powerful gift every few decades Creates a 1-system Fallen Empire if the game was started with none Gain a temporary Fallen Empire fleet every 20 years if losing a war against a Superior empire Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed |
None | Fanatic Xenophobe Gestalt Consciousness Pompous Purists |
A Fallen Empire has meddled in the development of this civilization for thousands of years, guiding them onto a path of their choosing. | |||
Shattered Ring |
Species has Ring World Preference Can repair two other sections of the home system Start with an irreparable section with a deposit of 5 Engineering Research Start with a Shattered World with a deposit of 10 Minerals Capital star has a deposit of 10 Energy Shattered Ring World segments in home system will replace guaranteed habitable worlds Cannot change the starting system |
Homeworld is a Shattered Ring World
|
Agrarian Idyll Anglers Trawling Operations |
This civilization inhabits a Ring World built by unknown forerunners. If it can be understood and fully repaired it will grant them great power. | |||
Void Dwellers |
−20% Habitat Build Cost |
Start on a tier II Habitat Central Complex |
Machine Intelligence Idyllic Bloom Agrarian Idyll Anglers Trawling Operations |
This civilization has made its home in space for as long as it has maintained records - life in a typical planetary environment is anathema to them. They live in several orbital habitats that were only recently united. | |||
Necrophage |
Species has the Necrophage trait Only Necrophage Pops can be Leaders or take Ruler jobs Can construct Chamber of Elevation buildings Can use the Necrophage purge type Can create a second species Centralized Command technology starts unlocked and can be researched With Glandular Acclimation converting Pops changes habitability to their current planet's Guaranteed Habitable Worlds contain pre-FTL civilizations advanced up to Iron Age |
Start with 12 Pops of the prepatent species Start with a Chamber of Elevation building if not Genocidal |
Xenophile Fanatic Egalitarian Machine Intelligence Death Cult Corporate Death Cult Empath Permanent Employment |
This civilization evolved as a parasite, forced to feed off other sapient life forms to sustain itself. As it arrives on the galactic stage, other species will either be brought into the fold, or become its food. For the necrophage, there can be no other way. | |||
Here Be Dragons |
Start with an allied Sky Dragon guardian Killing the guardian grants a permanent empire modifier A system 2 hyperlanes away will contain a Living Metal deposit |
None | Genocidal | Since time immemorial, this civilization has shared its star system with a formidable dragon. The mysterious creature's behavior sways between distant benevolence and haughty indifference. How this relationship will evolve as the planet dwellers take to the stars remains to be seen. | |||
Ocean Paradise |
Species has the Aquatic trait |
Homeworld is a size 30 Ocean World |
Machine Intelligence | Since its birth, this civilization has enjoyed peace in a generous environment with no natural enemies, enabling unhindered growth and opulence. | |||
Imperial Fiefdom |
Start as a subject of an empire with the Imperial Liege origin 1-4 vassals will border the overlord (depending on galaxy size) If multiple empires have the origin they will have the same overlord Overlord will construct an Overlord Garrison holding on all subject capitals +120 Decaying Opinion with the overlord After 40-65 years become independent or gain 100 influence After 40-65 years the advanced empire will break into 3 empires at war with each other After 40-65 years all AI vassals become independent After 40-65 years can become the overlord of previous vassals with Inferior relative power On day 2 choose to become a specialized subject:
Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed |
None | Inwards Perfection Driven Assimilator Genocidal |
Our first endeavor beyond our home planet was a painful one, suddenly and brutally subjected to the whims of a foreign galactic power. Now we look towards a future in which we no longer live in the shadow of another empire. | |||
Progenitor Hive |
Leaders gain experience each month Can construct Offspring Nest holdings Can construct Offspring Nest buildings Cannot construct Spawning Pools buildings −50% Menial Drone Output on worlds without an Offspring Drone Can release sectors as subjects unless Devouring Swarm Can construct Offspring Outlook starbase buildings Can design and build Offspring ships Starting fleet has an Offspring Corvette Fleets without an Offspring Ship in system have the following penalties: |
Start with an offspring Nest building Start with a Progenitor Nest planetary features If the planet is invaded or destroyed gain the following penalties: |
Hive Mind | This hive has gained evolutionary advantage through semi-independent leaders. These "Offspring" greatly improve overall proficiency, though they require constant oversight. | |||
Slingshot to the Stars |
−75% Starbase Influence Distance Cost +50% Quantum Catapult Accuracy Catapulted fleets fire rate bonus is increased to +50% Start with a Ruined Quantum Catapult megastructure in a neighbor system Start with the Quantum Catapult archaeological site in the neighbor system Can repair the ruined megastructure without Mega-Engineering Building a starbase in the neighbor system grants 150 Influence If the megastructure is repaired it unlocks the Quantum Catapult technology |
None | Once, the skies above this civilization were illuminated by shooting stars; then came a long season of darkness. Taking to the heavens in search of answers, the first offworld explorers discovered a dormant (and long abandoned) Quantum Catapult Single Array. | ||||
Subterranean |
Species has the Cave Dweller trait Mining Districts are uncapped +2 Housing per Mining District +1 Building Slot per 3 Mining District −75% Orbital Bombardment Damage +10% Building and District Cost and Upkeep −10% Planetary Build Speed Uses a unique city appearance outside habitable megastructures |
None | Machine Intelligence | This civilization may never know why their ancestors migrated below the surface. Was it necessary to ensure self-preservation, or did the promise of bountiful resources allure them? Whatever the case, they successfully adapted, leading to a more environmentally versatile community. | |||
Teachers of the Shroud |
Species has the Latent Psionic trait Start in contact with the Shroud-Touched Coven enclave Can construct a Shroud Beacon starbase building Start with 25 Rare Crystals Can construct Psi Corps buildings Unlocks the Mind over Matter agenda Psionic Theory technology starts as a permanent research option Nearby planets may be Shrouded Worlds Cannot pick ascension path perks |
None | Spiritualist Fanatic Purifiers |
WARNING: Blocks all Ascension Paths except for Psionic Ascension.
Long before their first steps onto the galactic stage, this civilization has been supported and shaped by a Shroudwalker coven. | |||
Knights of the Toxic God |
Enables the Knightly Duties policy Can construct Order's Commandery holdings Start with the Quest for the Toxic God situation Orbital Habitats technology starts unlocked and can be researched Cannot change the starting system except for a special version of Sol Can remove the origin effects for a reward if the situation isn't completed in 100 years |
Start with an A Blight Upon the Land planetary feature Start with an Envenomed Seas planetary feature Start with a Pestilential Wasteland planetary feature Start with a Pools Most Venomous planetary feature Start with a Swarms of the Deity planetary feature Start with a colonized habitat orbiting the homeworld Habitat starts with the Order's Keep building Habitat starts with an Order's X-Calibrator planetary feature |
Gestalt Consciousness Fanatic Purifiers Oppressive Autocracy |
Centuries ago, this species' homeworld was visited by a Toxic Entity. The ecological catastrophe that followed ruined half the world, but allowed an early unification of the survivors in their reverence for the Toxic God. An Order of Knights has been created to search for the Toxic God, and although many things have changed, the quest continues. | |||
Overtuned |
Allows the selection of Overtuned traits Enables the Damn the Consequences edict Start with the Gene Tailoring technology researched |
None | Machine Intelligence | This civilization uses any and all means of organic enhancement, no matter the risk, no matter the cost. After all, it is better to burn out brightly than fade away into obscurity. | |||
Broken Shackles |
An empire with the Payback origin will be present The Minamar Specialized Industries unique empire will be present Scientific Method technology is not researched but available as a permanent option Planetary Government technology is not researched but available as a permanent option Corvettes technology is not researched but available as a permanent option A pre-FTL civilization will exist for each starting species Can only select randomized starting systems +1 Available Envoys +20% Infiltration Speed +20% First Contact Discovery Speed +50 Opinion to and from Payback empires +100 Opinion with homeworld pre-FTL civilizations Cannot set Slavery policy to Allowed Cannot set Purge policy to Allowed Factions will form after 1 year +50% Faction Unity Gain for 10 years after the first year Gain a moderate amount of Research (min 350) if a leading scientist is alien Unlock the next research building technology if a leading scientist is alien Gain a small amount of Unity (min 100) after constructing the first Outpost Gain a bonus for 5 years whenever a starting species' homeworld is surveyed One year after surveying a starting species' homeworld the Homesick event chain will start Can get the The Cost of Freedom mid-game event chain Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed Gain a bonus or malus whenever a solution regarding slavery is passed/ failed in the Galactic community |
Start without any ships and stations Start with pops from 3-22 pre-FTL species Start with the Crashed Slaver Ship archaeological site Start with 6 Scavenger Site districts that cannot be demolished Start with an Administrative Hub building Start with a Laboratory Complex building Start with a Makeshift Farms building Start with a Power Plant building Start with a Scrap Refinery building Start with a Crashed Slaver Ship planetary feature Start with 5 Ship Debris blockers Homeworld does not get the +30 Habitability bonus Starts with the Stellar Culture Shock of invaded Early Space Age primitives +20% Citizen Pop Happiness for 20 years −50% Pop Amenities Usage for 20 years +100% Unity from Jobs for 20 years −25% Pop Housing Usage for 20 years −50% Pop Consumer Goods Upkeep for 20 years +50% Egalitarian Ethics Attraction for 20 years |
Authoritarian Xenophobe Gestalt Consciousness Selective Kinship Eager Explorers Sovereign Guardianship Privatized Exploration Pharma State Corporate Protectorate |
WARNING: Challenging Origin
This civilization began as a mutiny aboard a slaver vessel, and is made up of a diverse group of pre-FTL species. | |||
Payback |
An empire with the Broken Shackles origin will be present The Minamar Specialized Industries unique empire will be present Scientific Method technology is not researched but available as a permanent option Planetary Government technology is not researched but available as a permanent option Corvettes technology is not researched but available as a permanent option +15% Damaged to empires with Superior or Overwhelming relative power +50 Opinion to and from Broken Shackles empires Pre-FTL civilization will exist regardless of game settings In 6 months gain a special project to remove the Debris Field homeworld modifier Cannot set First Contact Protocol policy to Proactive Xeno-Linguistics technology starts as a permanent research option if Galactic Paragons DLC is installed |
Start without any ships and stations Start with a Gene Clinics building Start with 10 fewer pops Start with 33% Devastation Start with 6 Ship Debris blockers The Ship Debris blockers unlock random techs or resources when cleared The Ship Debris blockers grant unity when cleared Start with a Debris Field homeworld modifier Removing the modifier uncovers the Aftermath of Battle site +15% Happiness for 20 years +25% Amenities for 20 years +10% Resources from Jobs for 20 years +2 Unification Officer Jobs for 20 years 50% chance each decade the Gene Clinics building becomes ruined |
Gestalt Consciousness Slaver Guilds Fanatic Purifiers Pompous Purists Eager Explorers Oppressive Autocracy Sovereign Guardianship Indentured Assets Privatized Exploration Pharma State Corporate Protectorate |
WARNING: Challenging Origin
This civilization has been visited by an alien empire who forcibly enlightened and enslaved them. They have repelled their invaders, but will they return? | |||
Fear of the Dark |
Start with a pre-FTL civilization of the same species in the home system Cannot change the starting system except for a special version of Sol +10% Anomaly Discovery Chance +20% Anomaly Research Speed −1 Research Alternatives −1 Leader Pool Size 2% chance to gain a scientist with the Cunning trait for 4-6 years each year 2% chance to gain an admiral with the Cunning trait for 4-6 years each year 4% chance to be offered to pay for +10% Trade Value for 10 years each year 4% chance to be offered a technology each year in exchange for:
−50-200 Opinion with the signing empire first time a Migration Treaty is formed Completing an ascension tradition tree gives the following for 10 years: Can get the The Fear of the Dark mid-game event chain |
Start with 8 fewer pops | Gestalt Consciousness Inwards Perfection Fanatic Purifiers Eager Explorers Sovereign Guardianship Privatized Exploration Corporate Protectorate |
A century ago, one of the planets in this empire's home system was destroyed by a freak asteroid. Some believed this was a malicious attack by an alien species. Others brushed off these concerns as mere paranoia. The tension between the two groups grew so great that a newly-terraformed planet was granted to the fearmongers. | |||
Under One Rule |
Species has the Perfected Genes trait Ruler has the Luminary trait Can select unique ruler traits Ruler has skill level 4 and the class' council-focused veteran class Choose between 3 planet modifiers when colonizing the first world Cannot change authority In 6-30 months start the The Unifying Purpose situation In 40 years can change authority to Imperial:
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None | Dictatorial | Amidst violence and hardship, this civilization was unified by a single leader. Consolidating power through the repression of weaker factions, they have now become a fierce advocate for science and technological advancement. In the aftermath, an uneasy peace has descended. But peace rarely lasts. | |||
Riftworld |
+25% Astral Rift Exploration Speed −50% Astral Rift Fail Probability +100% Chance for Astral Rifts to appear in owned systems Start with the Astral Harvesting technology researched Start with the Ruined Planet astral rift |
Start with the Ancient Crater archaeological site | A massive rift in space and time looms near this civilization's homeworld. After studying the phenomenon for millennia, recent advances in starship technology will allow them to finally reach out and discover what secrets it might hold. |
Unplayable origins[]
The following origins are not available when creating an empire.
Origin | Effects | Source | Description |
---|---|---|---|
Elder Race | None | Fallen Empire | This civilization greatly predates the current generation of galactic powers. Eons of stagnation gradually reduced their empire to a mere shadow of what it once was. |
Developing Nation | None | Pre-FTL civilization without a regular origin | This civilization has yet to become spacefaring, however with a little encouragement or a great deal of time they may yet become an actor on the galactic stage. |
Enlightened | Enlightened pre-FTL civilization | The natural development of this civilization was greatly accelerated by the interference of another party, who helped them become a spacefaring culture. | |
Separatists | Revolt or Machine Uprising empire | This civilization came into being when it rebelled and seceded from another empire. | |
Liberated |
|
This civilization came into being after being liberated from another empire. | |
Hegemon Subordinate | Start as part of a Hegemony federation | Empires generated by the Hegemon origin | This civilization established early contact with their immediate alien neighbors. Gradually, over the span of a century, they were subordinated to one of those neighbors, who masterminded the birth of an interstellar union with them as its leader. |
Imperial Liege | Overlord empire generated by the Imperial Fiefdom origin | An ambitious overlord who has spent considerable time and efforts in subduing their closest neighbors to serve their every need. They are slowly growing more indolent as they devolve more and more responsibility to their vassals. | |
Broken Rule | None | Rebel empire generated during the Under One Rule origin | Amidst political turmoil, and without the Luminary's guidance, the people must make their own way in the galaxy. |
Khanate Successor | Horde successor empire | This civilization arose out of the ashes of the Great Khan's mighty empire. | |
Daemonic Incursion | Daemonic Incursion unique empire | Led by a corrupted champion, this empire emerged from a dimensional portal and has vowed to lay waste to this reality. | |
Your Ladder To The Sky | Minamar Specialized Industries unique empire | From the moment the Board of Directors at Minamar Specialized Industries first delivered our civilization to the stars, we have understood that the galaxy was too beautiful not to be shared. Since then, we have worked tirelessly to help less developed civilizations achieve FTL travel. Enlightenment may not be free. But at MSI, it is always worth the cost. |
References[]
- ↑ Determined at game start, reloading saves will not change the result
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 |