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Mammalian Fleet

Mammalian Fleet

A ship is a spaceborne vessel controlled by an empire. They are the primary way of interacting with objects and entities in the galaxy via specific ship orders. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. All ships must be constructed at a Starbase or Orbital ring with a shipyard module, or with Federations Federations enabled a Mega Shipyard or a Juggernaut. Each shipyard module can construct or upgrade one ship at a time. Ships can be repaired at any controlled, operational starbase above outpost level.

Civilian ships[]

Civilian ships represent all unarmed vessels of an empire and are controlled individually. Their shields, armor, and core components are automatically upgraded once the next tier component tech is unlocked at no cost, and they do not need to return to a Starbase to receive component upgrades. Each civilian ship, excluding transports, has a monthly maintenance cost of 1 energy. Construction and Science ships cost 100 alloys to build.

Civilian ships use the evasive fleet stance by default, meaning that they will attempt to escape the system whenever a hostile fleet enters it. They can also be set to a passive stance to ignore hostile fleets.

Construction ship[]

Construction ships are used to build every space structure. They are not used up during construction, meaning that they can go on to do other tasks after they have finished their building project. Construction ships also have a Fleet Order that makes them build mining and research stations automatically. Construction ships can construct the following:

Build order Base cost Monthly upkeep Description
Outpost 75 per hyperlane from closest owned system
100 if not Machine Intelligence
150 if Machine Intelligence
1 Energy The Starbase is a space station used to claim star systems and expand your borders. It can only be built in orbit around a star. The full cost is dependent on which star system is being claimed.
Mining Station 100 Minerals 1 Energy Mining Stations are used to collect Minerals, Energy Credits and Strategic Resources from uninhabited planets, stars and asteroids. Mining Stations that collect Energy do not cost any upkeep.
Research Station 100 Minerals 1 Energy Research Stations are used to collect Physics, Society and Engineering research data from uninhabited planets, stars and asteroids.
Observation Post 100 Minerals 1 Energy Observation Posts can be built in orbit around planets inhabited by primitive civilizations to study their society.
Megastructure Site depends on Megastructure 5 Energy Megastructures are truly massive construction projects only possible in the zero-g environment of space.

Tier 3 Bulwark subjects can construct Battlewright construction ships, which provide all friendly ships in the same system 5% Daily Hull Regen.

Science ship[]

See also: Surveying

Science ships are the primary method of exploring the galaxy and the stars and systems within it. They require a scientist to operate.

Once crewed, the science ship can conduct a survey of individual objects within a system. During these surveys, it can discover resources present on a celestial body (i.e.: planets, stars, asteroids, etc.). A survey may also result in the discovery of an anomaly. The science ship can also investigate debris left after a space battle which may yield research points or possibly even unlock unique technology options.

Science ships can also assist the research of a planet. Upon activation, the science ship will orbit the planet and boost its research output depending on the skill level of the scientist on board.

Tier 3 Scholarium subjects can construct Arctrellis science ships, which penalize all enemy ships with AI combat computers in the same system with −25% to Accuracy, Fire Rate, and Ship Speed.

Colony ship[]

See also: Colonization

Colony ships allow an empire to settle habitable planets or megastructures in owned systems. When ordering the construction of a colony ship, the player is given the option of choosing the species or sub-species of the pop(s) that will be sent to the new colony. Pops are neither consumed nor transported in this process. Once constructed, the colony ship may be sent to any habitable world within an owned system to start a colony. Colony ships take one year to build and their upkeep cost is maintained throughout the whole colonization process. Colony ships can also be built through the interface of the planet to be colonized, which automatically queues the colonization order as long as the path is not blocked.

The cost of a colony ship in an organic empire depends on the government and the empire's primary species class.

Primary species Imperial
Biological
Lithoid
MechanicalMachine species Robot 400 Alloys

Empires with the Corporate Dominion or Private Prospectors civics can also construct Private Colony Ships, which cost 500 energy instead.

Empires with the Calamitous Birth origin can also construct Lithoid Meteorites, which cost 500 minerals instead and have no upkeep cost.

The Frontier Spirit ruler trait reduces the cost of colony ships by −35%.

Transport ship[]

See also: Land warfare

Transport ships are the space based form of assault armies. After an army is recruited, it is automatically embarked in a transport ship which will be orbiting the planet where it was created. While armies have an upkeep cost, transport ships cost no additional energy to maintain. Transport ships are collected in fleets like military ships, but cannot be combined with military ships and are not listed in the fleet manager.

During war, transport ships must be carefully escorted by a military fleet since they are unarmed. Their only purpose is to carry assault armies into enemy planets so that they can occupy them. Transport fleets use the passive fleet stance by default, and can be set to use the aggressive stance, which will cause them to follow a military fleet and land on enemy planets with similar or less army strength. Additionally, some special projects require a transport ship to be completed.

Military ships[]

See also: Space warfare

Military ships represent all armed vessels of an empire and unlike civilian ships they can be grouped together into fleets and led by a Commander. Military ships require both Energy and Alloys as monthly maintenance. Military ships have a number of base stats, but derive most of their stats from components. A military ships components can be customized via the ship designer.

Military ships are classified by their hull size, which determines their base combat stats, base cost, and available sections. There are five regular hull sizes available: Corvette, Frigate, Destroyer, Cruiser, and Battleship; the Apocalypse expansion adds a sixth regular hull size – the Titan. Empires with the Progenitor Hive origin can construct more powerful Offspring versions of Corvettes, Destroyers, Cruisers and Battleships, while empires with the Become the Crisis Become The Crisis ascension perk eventually are able to construct Menacing Corvettes, Destroyers and Cruisers.

Titans can only be built at a Citadel-level starbase with a Titan Assembly Yards or a completed Mega Shipyard. The other regular classes can be built at any starbase or orbital ring with a shipyard module, or at a Mega Shipyard or Juggernaut.

Except for Titans, each ship class has a Voidcraft technology: Standardized <class> Patterns, which reduces build cost by −5% and increases build speed by +25%. Each class also has two Voidcraft hull improvement technologies: Improved <size> Hulls and Advanced <size> Hulls, which each add +10% hull points. Corvettes and Frigates share these technologies, rather than each having their own.

Some non-playable factions have access to unique hull sizes not usually available to players. Fallen Empires have Battlecruisers and Escorts, presenting an almost direct upgrade to Battleships and Corvettes respectively. Pirates, Marauders, and associated factions use Raiders, Pirate Frigates, Pirate Cruisers, and Galleons.

Upgrading ships[]

Whenever a design is updated, military ships of that design must be upgraded manually at a starbase or orbital ring with a shipyard module, Mega Shipyard, or Juggernaut. The cost of upgrading a ship is the difference in construction cost between the new design and the current one. If the newer design costs less of a resource than the current one, then the upgrade cost for that resource is 0: resources cannot be gained by refitting a ship. Each ship upgrades individually, with multiple ships being upgraded simultaneously if the starbase (or equivalent) contains multiple shipyards.

When upgrading a ship, the system attempts to use the current version of the same design name. If no design of the same name exists, then the upgrade process retrofits them to the most-recently saved design of the same ship class instead.

Ships obtained from events that contain components not yet researched should not be allowed to upgrade; upgrading these ships replaces the unresearched components with the latest researched ones, even if those are inferior.

Ship size[]

Each class of military ship uses a certain amount of naval capacity and fleet command based on its "size". The regular military ship classes have the following sizes:

Ship class Size Unlocking Tech
Corvette Corvette 1 Corvettes
Frigate Frigate 1 Space Torpedoes Space Torpedoes
Destroyer Destroyer 2 Destroyers Destroyers
Cruiser Cruiser 4 Cruisers
Battleship Battleship 8 Battleships
Titan Titan 16 Titans Titans

Naval capacity[]

Naval capacity represents the number of military ships that an empire can effectively support. Going beyond this limit will increase ship maintenance costs by a percentage proportional to the exceeded capacity. For example, if an empire exceeded its naval capacity by 50%, it would increase the maintenance cost of each ship by 50%. An empire's base naval capacity is 20 and is modified by the following:

Source Flat naval capacity
Galactic Mobilization Custodian Reform resolution +150
Aetherophasic Engine stage 1
Additional +50 each stage, total: +250
+100
Galactic Force Projection Galactic Force Projection ascension perk +80
Per stage of Strategic Coordination Center
3 stages, total: +150
+50
Doctrine: Fleet Support tech line
4 technologies, total: +120
+30
Fleet Management Procedures tech
Max 5 times, total: +100
+20
Per Mercenary Liaison Office Mercenary Liaison Office corporate holding, for Corporate empire +10
Per Pirate Free Haven Pirate Free Haven corporate holding, for Corporate empire +10
Per Recruitment Office Recruitment Office overlord holding, for overlord +10
Per Mercenary Garrison starbase building
Only with Unchained Knowledge resolution level 3 or above
+5
  • Per Anchorage starbase or orbital ring module
  • Additional +2 with Naval Logistics Office building on the starbase or orbital ring
  • Additional +2 with Orbital Assembly Complex Orbital Assembly Complex holding on the planet with orbital ring
+4
Per Soldier/Warrior Drone job
Additional +2 with Ground Defense Planning technology
+4
Per Necromancer job
Additional +2 with Ground Defense Planning technology
+2
Per Duelist job +2
Source Percentage naval capacity
Civilian difficulty +100%
Cadet difficulty +50%
Mutual Defense resolution 5 +50%
Mutual Defense resolution 4 +40%
Fanatic Purifiers civic +33%
Devouring Swarm civic +33%
Terravore civic +33%
Determined Exterminator civic +33%
Mutual Defense resolution 3 +30%
Supremacist Supremacist diplomatic stance +20%
Fleet Logistics Corp Fleet Logistics Corp tradition +20%
Mutual Defense resolution 2 +20%
A Grand Fleet edict +20%
Citizen Service civic +15%
Subspace Ephapse civic +15%
Naval Contractors civic +15%
Fleet Organizer ruler trait +15%
Brain Slug Host ruler trait +10%
Belligerent diplomatic stance +10%
Mutual Defense resolution 1 +10%
Master's Teachings: Warring States edict +10%
Galactic Commerce resolution 2 −10%
Defense Privatization resolution 1 −10%
Galactic Commerce resolution 4 −15%
Rules of War resolution 5 −25%
Defense Privatization resolution 2 −25%
Agenda We Come in Peace agenda −25%
Satrapy −30%
Scholarium tier 1 −30%
Defense Privatization resolution 3 −40%
Scholarium tier 2 −40%
Scholarium tier 3 −50%
Defense Privatization resolution 4 −60%
Defense Privatization resolution 5 −80%

Maximum Naval Capacity may never exceed 9999 but empires can still build over it as long as their economy supports the upkeep costs.

Titans have a strict build limit, with a base of 1 allowed per empire; every 200 Naval Capacity increases an empire's Titan cap by 1, up to a maximum of 20 Titans at 3800 naval capacity.

Offspring ships have a strict build limit too:

  • Every 10 Naval Capacity increases Offspring Corvette cap by 1
  • Every 20 Naval Capacity increases Offspring Destroyer cap by 1
  • Every 40 Naval Capacity increases Offspring Cruiser cap by 1
  • Every 80 Naval Capacity increases Offspring Battleship cap by 1

Naval Coverage[]

Naval coverage is equal to twice the naval capacity used and is used to calculate power projection.[1] Power projection adds Monthly influence monthly influence based on the ratio of naval coverage to empire size. If naval coverage equals or exceeds empire size, power projection adds Monthly influence +2 monthly influence; Imperial imperial authority empires gain Monthly influence +3 monthly influence instead. If naval coverage is less than empire size, power projection is scaled by the percentage ratio. For example, with naval coverage of 50 and empire size of 100 (i.e. 50%), power projection would add Monthly influence +1 monthly influence, or Monthly influence +1.5 monthly influence for Imperial imperial authority.

Fleet command limit[]

Fleet command limit determines how large any one individual fleet in an empire can be. An empire's base command limit is 20, increased by the following:

Source Fleet command limit
Galactic Force Projection Galactic Force Projection ascension perk +20
War Games War Games tradition +20
Doctrine: Space Combat technology +20
Doctrine: Reactive Formations technology +20
Doctrine: Interstellar Warfare technology +20
Doctrine: Fluid Fleet Templates technology +20
Doctrine: Armada Battle Formation technology +20
Distinguished Admiralty civic +10
Destroyers Destroyers tech +10
Cruisers tech +10
Battleships tech +10
Titans Titans tech +10
Admiralty Support Staff technology (repeatable 5 times) +10

Ship rank[]

As ships partake in battle, they will increase their rank. Ships start with zero experience. Ships gain Special +5 experience every day they are in combat and Special +0.1 experience every day they are suppressing piracy.

Ranks are classified as follows:

Rank Exp Points Damage Health Hull Points Evasion Evasion
Regular 0-99 0 0 0
Experienced 100-999 +10% 0 0
Veteran 1000-9999 +20% +5% +5%
Elite 10000 +40% +10% +10%

Ship starting experience can be increased by the following:

Source Effect
Fleet Supremacy edict +100
Martial Alliance federation +100
Built from a Starbase with a Fleet Academy building +100
Federations Built from a Mega Shipyard +100

Colossal ships[]

Colossal ships are are spacecraft built on a gargantuan scale and represent the apex of an empire's economic, scientific, and military might. There are three classes of colossal ships: the Colossus, the Juggernaut, and the Star-Eater. Distinguishing them from regular ships, each Colossal Ship requires a citadel with the the Colossal Assembly Yards building to be be constructed and all colossal ships apart from the Star-Eater have a hard limit on how many an empire can construct in a manner similar to megastructures, though they can be rebuilt if lost. Integrating a subject with a colossal ship in its navy will grant the ship to the overlord, bypassing the limit, however these additional ships cannot be rebuilt once lost.

Colossus[]

Apc Loading Screen

Humanoid empire using a World Cracker

The Colossus is a single-purpose weapons platform built around a Planet-Killer weapon slot, a weapon of mass destruction capable of affecting an entire planet or habitable megastructure. The technology to construct such a vessel requires the Colossus Project Colossus Project ascension perk followed by an extensive research project. Each Fallen Empire has a 10% chance to start the game with a Colossus and can build more if they have awakened.

Colossi are unable to attack enemy fleets, as they lack the weaponry to do so. During space battles, a Colossus will follow direct orders and will maneuver straight to its designated target. This means that the Colossus will do things such as going straight through an ongoing space battle to fire upon an enemy planet, unless its stance is set to Evasive.

An empire that owns a Colossus gains the Colossus casus belli, allowing them to declare a total war on other empires. Similarly, any other empire can use the Stop Colossus casus belli to declare a total war on the Colossus owner. During a total war, any systems captured by either side will be immediately annexed and the war can only end in the total destruction of either side or a status quo.

  • If a Colossus is destroyed during a total war, nothing happens. The war is still a total war.
  • If a Colossus is built during a regular war, nothing happens and the Colossus can be used as normal. If one side is totally destroyed by the Colossus, the war ends and the war goal is not enforced. The same is true if an empire that owns a Colossus is dragged into a regular war, such as due to federation or defensive pact.

Using a Colossus causes large amounts of war exhaustion on the targeted empire, and gives it +50% ethics attraction towards Militarist and Xenophobe, allowing the diplomatic and political climate of a region to grow increasingly hostile over time.

The Colossus Project Colossus Project ascension perk grants access to a special project which unlocks both the ship and one weapon. After the special project is halfway completed, the empire is prompted to choose a starting Colossus weapon from those they could research (except Deluge Machine). The empire can later research other types of Colossus weapons and retrofit it into their Colossus via the ship designer.

Colossus weapons can only target planets, ringworlds and habitats. Targeting a planet with a pre-FTL civilization requires the Aggressive Interference Native Interference policy.

A Colossus can carry the following weapons:

Weapon Effects Opinion when used (stacks up to 5x) Requirements for research Notes
Global Pacifier
  • The celestial body is irreversibly turned into a Shielded variant
  • It gains a deposit of 10 Society research Society Research
  • −200 Victim
  • −20 Victim's Federation
  • −20 Fanatic EgalitarianFanatic XenophileFanatic Militarist
If used on a File:Consecrated worlds.png Holy World the Holy Guardians will awaken and declare a war on the perpetrator
World Cracker
  • The celestial body is irreversibly destroyed.
  • If it was a habitable planet, it gains a deposit of 4–16 Minerals.
  • −1000 Victim
  • −100 Victim's Federation
  • −100 Fanatic EgalitarianFanatic Xenophile
Fanatic Pacifist Pacifist
Neutron Sweep
  • All Pops on the planet are killed.
  • The planet gets −30% Habitability for 10 years.
  • −800 Victim
  • −80 Victim's Federation
  • −80 Fanatic EgalitarianFanatic XenophileFanatic Spiritualist
Divine Enforcer
  • −400 Victim
  • −40 Victim's Federation
  • −40 Fanatic MaterialistFanatic Egalitarian
AI worlds can be targeted and turned into broken worlds
Nanobot Diffuser
  • All biological and lithoid Pops on the planet are assimilated and gain the Cybernetic trait
  • Mechanical Mechanical, Machine species Machine and Hive-Minded Pops are killed instead
  • Owned planets can be targeted if there is any Pop that can be assimilated
  • Perpetrator gains ownership of the planet if not already owned
  • −600 Victim
  • −60 Victim's Federation
  • −60 Fanatic EgalitarianFanatic Spiritualist
Driven Assimilator Can be used on pre-FTL worlds but will give −40 opinion with every empire that isn't Xenophobe or Fanatic Xenophobe Fanatic Xenophobe
Devolving Beam
  • All organic armies are destroyed
  • Most organic pops are given the Forcefully Devolved trait, moving them to the pre-sapient strata.
  • 1 organic pop remains sapient
  • If the perpetrator picks the Archaeo-Engineers Archaeo-Engineers ascension perk:
  • −800 Victim
  • −80 Victim's Federation
  • −80 Fanatic SpiritualistFanatic Xenophile
Ancient Relics DLC
  • If a world is devolved, perpetrator has to wait at least 1 year Time before devolving the same world again
  • If the perpetrator picks the Archaeo-Engineers Archaeo-Engineers ascension perk:
    • AI worlds can be targeted and turned into broken worlds
Deluge Machine
  • All pops without the Aquatic trait are killed
  • All districts are removed
  • Planet is terraformed into an Ocean World
  • Owned planet can be targeted
  • If any pops remain, perpetrator gains ownership of the planet if not already owned
  • −600 Victim
  • −60 Victim's Federation
  • −60 Everyone
Hydrocentric ascension perk
  • If used on a File:Consecrated worlds.png Holy World, the Holy Guardians will awaken and declare a war on the perpetrator
  • AI worlds can be targeted and turned into broken worlds
  • Ringworlds, Habitats, and Ocean Worlds cannot be targeted

Toxic god[]

The toxic god is a unique Colossus that can be unlocked as part of the Search for the Toxic God situation and does not count towards the single-Colossus limit. It has a weapon that turns habitable planets into Toxic Worlds. Unlike the player-built Colossus the toxic god is armed with strike craft, energy weapons and regenerative hull tissues. Using it has the same Opinion penalties as World Crackers.

Juggernaut[]

Fed Loading Screen

A Humanoid Juggernaut in atmosphere with a city to scale

The Juggernaut is the mobile center of operations of an entire empire, equipped with shipyards that can construct, repair, and upgrade ships the same way a starbase can. It has 10 times the hull points of a Titan and features six Hangar Hangar slots and two turreted Extra Large slots. It also has its own set of aura components, which are significantly more powerful than the Titan's auras.

Juggernauts have two shipyards and can thus build or upgrade up to two ships at a time. It cannot build Titans or colossal ships, but it can upgrade or repair them. The Juggernaut can also upgrade itself and will automatically start repairing itself after a battle. It cannot be repaired or upgraded at a starbase. Juggernauts can retreat and go Missing in Action to reappear at the nearest friendly starbase like all regular fleets. Fleets can set a Juggernaut as their homebase, though the target location of a "return to homebase", "repair", or "upgrade" order will fail to update in real time if the Juggernaut is still in motion.

Federation fleets, the Galactic Defense Force, and the Imperial Armada can all have a Juggernaut each, which will consume 32 naval capacity on top of filling out the navy's single-Juggernaut cap. This makes three the most amount of renewable Juggernauts available to a single empire, if they are both the president of a Federation and the Galactic Custodian and have passed Federation navy contribution and Galactic Defense Force resolution respectively.

Fallen Empires spawn with the Juggernaut technology but do not have access to the single-Juggernaut cap and cannot build them.

Star-Eater[]

Crisis Star-Eater

Real scale of a Star-Eater engaging the Galactic Defense Force

The Star-Eater is a massive superweapon used by the Crisis Aspirant after reaching the fifth tier of the Become the Crisis Become the Crisis progression level and declaring war against the Galaxy as an Existential Threat. the main weapon of a Star-Eater is a Star Cracker that targets the core of a star, collapsing the celestial body into a black hole and destroying the surrounding solar system while collecting massive amounts of dark matter to fuel the Aetherophasic Engine. Reaching the final crisis level grants the Crisis Aspirant two Star-Eaters as well as the technology to build more. Unlike Colossi, Star-Eaters are equipped with regular weapon slots and therefore can engage in regular fleet combat and will always cost an unchanging amount of dark matter to build regardless of the design. Star-Eaters do not require components to be fully powered in order to save a design.

All fleets present (including other non-firing Star-Eaters) except the firing Star-Eater will go MIA. If a system contains multiple stars, firing upon any of them destroys all stars in the system. Cracking a star grants dark matter based on the galaxy size:

Galaxy size Dark matter
Tiny 3000
Small 2500
Medium 2000
Large 1500
Huge 1000

Cloaking[]

Cloaking allows a fleet to become invisible and ignore closed borders and will not become MIA if war is declared against the system's current owner. It also allows a Science Ship to conduct Active Reconnaissance. However most cloaking components will disable shields and even the ones that don't impose certain restrictions on shields. A ship can only cloak every 120 days and will automatically decloak if attacks. Ships and fleets that are cloaked are marked with horizontal stripes on the galaxy map.

Each ship has a Cloaking Strength, and each fleet has a Cloaking Strength determined by the lowest one of all ships in the fleet. It determines what penalties a fleet will suffer while cloaked as well as how easy it is to detect.

Cloaking Strength Sublight Speed Time Hyper Jump Charge Time Description
Non-Existent Cannot cloak Cannot cloak This fleet is incapable of projecting a Cloaking Field.
Very Low (1) −50% +125% This fleet is capable of projecting a severely unstable Cloaking Field, with significant limitations of Sublight Speed and Hyper Jump Charge Time.
Low (2) −40% +100% This fleet is capable of projecting an unstable Cloaking Field, with major limitations of Sublight Speed and Hyper Jump Charge Time.
Medium (3) −30% +75% This fleet is capable of projecting a Cloaking Field of normal stability, with some limitations of Sublight Speed and Hyper Jump Charge Time.
High (4) −20% +50% This fleet is capable of projecting a high stability Cloaking Field, with minor limitations of Sublight Speed and Hyper Jump Charge Time.

Very High (5)

−10% +25% This fleet is capable of projecting an incredibly stable Cloaking Field, with insignificant limitations of Sublight Speed and Hyper Jump Charge Time.
Exceptional 6+ No penalty No penalty This fleet is capable of projecting an exceptionally stable Cloaking Field, without any limitations of Sublight Speed and Hyper Jump Charge Time.

Cloaking Strength can be increased by the following, up to the maximum of 10:

  • +1-5 by cloaking ship Auxiliary Auxiliary components, depending on the size of the ship and the level of the component. A ship without a cloaking device can't cloak, even if it would gain additional strength from other sources.
  • +1 from finishing the Subterfuge tradition tree.
  • +1 from the Trickster admiral trait.
  • +1 from the Material Liberator admiral trait (Only with Galactic Paragons DLC enabled).
  • +2 from the Guerilla Tactician destiny trait (Only with Galactic Paragons DLC enabled).
  • +2 from the Cunning admiral trait.
  • +1 from the Criminal Heritage civic.
  • +2 from the Enigmatic Engineering Enigmatic Engineering ascension perk.
  • +2 from forming a covenant with Whisperers in the Void.
  • +3 if the fleet is inside a Nebula.

A cloaked fleet will be detected if it is within the sensor range of a starbase with Detection Strength higher than or equal to the fleet's Cloaking Strength. Cloaked fleets are also visible to empires that have max Intel on the empire.

References[]

  1. Power projection is only recalculated when empire size changes; this is likely a bug.
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