Version
This article is for the PC version of Stellaris only.
Society Management
The Shroud is a realm of pure psionic energy from where psionic species and individuals draw their power, and a place where those who awakened their psionic potential could see in their dreams. The realm is inhabited by powerful beings of pure psionic energy that can be communed with through great effort.
Using the Shroud requires the Breach the Shroud tradition, which will unlock a special project called Breaching the Shroud that requires 500+ (100 per pop) Society Research. Upon completion, the Shroud will be added to the Contacts menu from where it can be entered.
Entering the Shroud requires 1000 Energy and adds the Mustering Psionic Strength empire modifier for 5 years, which makes the Shroud unavailable. The Psionic Archive relic reduces the duration to 2.5 years, allowing the Shroud to be entered twice as often.
Covenants[]
There are 5 incomprehensibly powerful beings from the Shroud that may take notice of an empire entering the shroud and offer to form a Covenant. Only one Covenant can be formed by each empire. There are 3 ways to gain a patron's attention:
- The first time an empire enters the shroud it will have the option to accept a special project called Commune with the Ineffable. The special project requires 500+ (200 per pop) Society Research. The patron is chosen based on its preferences.
- When attempting to enter the shroud the empire will be given the option to pay 2000 Energy and 500 Zro. The patron can be chosen, except for End of the Cycle.
- The option to form a Covenant may randomly appear as part of Shroud visions. The patron is chosen based on its preferences.
One year after both a Covenant was formed and the Psionics tradition tree is finished, the empire will be asked to confirm or renounce the covenant. Confirming will allow the Covenant to grant new effects once enough favor has been obtained. Favor is obtained at a rate of 0.03 each month, affected by patron preferences.
Patron | Starting bonus | 20 Favor bonus (replaces starting telepath bonus) | 50 Favor bonus (replaces starting bonus) | 90 Favor bonus | 150 Favor bonus |
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Composer of Strands |
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Choose a leader to replace Psychic trait with Chosen of the Composer | Mark of the Composer tech |
Eater of Worlds |
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Choose a leader to replace Psychic trait with Chosen of the Eater | Mark of the Eater tech |
Instrument of Desire |
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Choose a leader to replace Psychic trait with Chosen of the Instrument | Mark of the Instrument tech |
Whisperers in the Void |
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Choose a leader to replace Psychic trait with Chosen of the Whisperers | Mark of the Whisperers tech |
Each patron has certain preferences in terms of ethics, civics, finished traditions, and ascension perks. These preferences determine that chance of encountering a certain patron and how fast favor is obtained.
Covenants have drawbacks beyond their direct effects. Roughly every 15 years empires that formed a Covenant will suffer a negative effect:
- Composer of Strands
- 60% chance a species with the Psionic trait gains and/or loses a random trait
- 25% chance 8 Pops with the Psionic trait become pre-sapient and gain a pre-sapient trait
- 15% chance a Leader with the Psychic trait dies
- Eater of Worlds
- 30% chance a planet loses three Pops and gets −40% Happiness for 10 years
- 30% chance a planet gains the Shrouded Crater planetary feature
- 15% chance a highest level Leader dies
- 15% chance a planet loses one Pop and gets −20% Happiness for 10 years
- 10% chance an uninhabited planet becomes a Shrouded World and loses all deposits
- Instrument of Desire
- Psionic pops require advanced or strategic resource upkeep for 2 years, it's always a resource owned
- Whisperers in the Void
- 45% chance a Leader with the Psychic trait gains the Substance Abuser trait
- 25% chance a Leader with the Psychic trait dies
- 20% chance a planet with at least one Pop with the Psionic trait loses a Pop and empire gains −200% Governing Ethics Attraction, +100% Ethics Shift Chance and −10 Stability for 10 years
- 10% chance a planet with at least five Pops with the Psionic trait loses a Pop and empire gains −200% Governing Ethics Attraction, +100% Ethics Shift Chance and −20% Monthly Unity for 10 years
End of the Cycle[]
When a covenant is offered there is a 2% chance that a far more powerful patron called the End of the Cycle will appear. The chance is increased 5 times if another empire is a Level 5 crisis empire or if the End of the Cycle was encountered during the Quest for the Toxic God situation. Only one empire can make a Covenant with the End of the Cycle. Forming the Covenant will give each owned planet the Shroud-Marked modifier. The Covenant lasts 50 years and brings the following effects:
- +100% Resources from Jobs
- +100% Resources from Orbital Stations
- +100% Naval capacity
- +5 Monthly influence
- +10 Starbase capacity
The Reckoning[]
Once 50 years have passed since forming the End of the Cycle Covenant, the Reckoning will take place. All planets will be depopulated and turned into Shrouded Worlds. All leaders, fleets and ships will be instantly destroyed and all resources from that empire's store will be drained almost completely. The covenant empire will survive only in the form of a newly colonized planet of survivors, which will be named Exile. The game will pick any planet with 40% habitability or more, even if it is located within another empire's borders. If there is no colonizable planet, the game is instantly lost.
Every regular empire will gain a −1000 opinion modifier with the remnant of the Shroud-Marked empire for "bringing the end", with a decay rate of 5 each year. All subjects of the Shroud-Marked empire will become independent.
Every previous colony will spawn a shroud manifestation. Finally, an immensely powerful Shroud entity known as "The Reckoning" will appear over the empire's former capital, and proceed to seek out the remaining life in the galaxy. It will leave Exile for last, although new colonies may be attacked at any point.
In this state, one might benefit from the Reckoning, depending on the circumstances. You may be able to conquer the Galaxy and achieve the end year victory if you time it correctly.
As the Reckoning randomly targets worlds to destroy, its power will increase as it consumes more pops (up to 5000 pops). It gains bonuses to hull, shield, fire-rate, damage, and shield regeneration as follows:
Devoured pops | Health | Shield | Shield regen bonus | Attack cooldown | Damage | Other stats |
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0-499 | 60,000 | 150,000 | 100 | 2.17 | 4x 600–1400 |
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500-999 | 110,000 | 250,000 | 200 | 1.45 | 4x 1200–2800 | |
1000-2499 | 160,000 | 350,000 | 300 | 1.08 | 4x 1800–4200 | |
2500-4999 | 210,000 | 450,000 | 400 | 0.87 | 4x 2400–5600 | |
5000+ | 260,000 | 550,000 | 500 | 0.72 | 4x 3000–6000 |
The Reckoning has relatively low tracking, but its range, firepower, fire rate, health, shields and shield regeneration are massive. Despite all its might, there are still two courses of action that come into a chance of defeating it. One is to wait for it to target an Awakened- or Fallen Empire, another crisis or any strong empire with tough fleets to weaken or even destroy it. The other option is to keep building up for the eventual encounter alone, since The Reckoning will usually leave the exiles for last. It's also possible to trade one-time resources and/or diplomatic favors with the AI empires for monthly resources, just before the Reckoning to occur, since trade deals can't be canceled despite the empires' now −1000 Opinion towards you.
One strategy to defeat the Reckoning in battle is to dodge its attacks using swarms of corvettes and use weapons that can pierce/ignore shields, like Missiles and Strike Craft. The Reckoning targets random planets in its destructive spree, so the player will have several chances to retreat, rebuild, and come back. The Reckoning will tend to target small ships first and only engage larger ships when all smaller classes are defeated. A combination of two to three dozen carrier battleships with strike crafts – whose weapons bypass shields – and a large swarm of several hundred frigates with regular torpedoes - who likewise ignore shields - with about 5 repeatable technologies that boost damage output of both systems have a good chance of greatly weakening or even defeating the Reckoning in a single battle.
Shroud visions[]
Aside from the first time, upon entering the Shroud the empire will receive a random vision. The outcome of each vision choice is randomized. Each vision also has the option to exit the Shroud if the risk is deemed too great.
Vision | Requirements | Possible Options |
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[capital name]... the vision is hazy and indistinct, but there can be no question - it is [capital name], our capital. The great cities look different yet familiar, even through the obscuring wall of flames and smoke. Thousands... no, millions of mutilated bodies litter the streets, all of them [main species name]. The stench of decay is unbearable. "YOUR FUTURE." Nothing living remains in the ruins. In the sky above, massive orbital installations, trailing smoke, have begun a slow and inevitable descent towards the planet. Are we witnessing one possible future out of many? "NOT ONE OF MANY. IT SHALL COME TO PASS. AS SURELY AS THE SUN RISES. IT IS YOUR DESTINY." The vision ends as quickly as it began, leaving behind a miasma of swirling psychic energies. |
Can only happen once |
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In the deeper regions of the Shroud, a presence suddenly makes itself felt. Visitors, like us - a powerful psionic probe made by minds as utterly alien to us as they are to the Shroud. A faint image of massive organic beings floating in some kind of thick, gaseous atmosphere while being attended by swarms of smaller creatures flickers briefly into existence as their psychic echo touches our own. |
Can only happen once |
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An endless desert stretches before us. We have been here before. "Shala'kul milem zunak?" Something emerges from the sand. It is difficult to see. "Zharabi, melasuk." The words are like thunder, spoken by a mouth for which they were never intended. We are compelled to answer. |
Can only happen once |
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Suddenly, in a painful moment of clarity, the nature of our existence is laid bare. A multiverse where thousands of galaxies like our own are locked in endless cycles of conflict. It begins, it ends, and then it begins again. Each time with trillions of lives hanging in the balance. "So it is," a voice whispers, "and so it shall always be." |
Can only happen once |
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This is a particularly tempestuous region of the Shroud. Massive currents of raw psionic energy is funneled through here, sometimes giving violent birth to semi-intelligent spiritual apparitions. These confused spirits often clash with one another, unleashing massive amounts of psychic power in battles that can last millennia. In fact, several such duels seem to be taking place right now. We should proceed with caution. |
Not having a Psionic Avatar fleet or army |
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We are looking down upon our galaxy from far above, at a distance of what must be hundreds of thousands of lightyears. Without warning, the psionic current plunges us down towards the myriad stars at an incredible speed, into the region of space belonging to one of the Fallen Empires - the [fallen empire name]. Stars swish by, then planets, until the vision finally settled on a [fallen empire species name] city. Incredible spires rise towards the sky, aided by anti-grav technology generations beyond our own. The current takes us into such a spire, through wall after wall until we reach a large meeting room of sorts. It is occupied by two [fallen empire species plural], floating comfortably in zero-gravity chairs while conversing with each other in soft voices. They are oblivious to our presence. |
Existing biological Fallen Empire
At peace with Fallen Empire |
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In one of the lower planes of the Shroud, we encounter a spirit that has ensconced itself behind some kind of powerful psionic shield. "Leave." |
Psionic Shields not discovered | |
The concept of time, as we know it, is alien to this part of the Shroud. What can seem like centuries here may equal mere hours or even minutes in the real world. If one knows where to look, it is even possible to glimpse into the future... Precognition is one of the surest paths to madness for a telepath, so we must use caution. |
Precognition Interface not discovered | |
A small, flickering star materializes inside the Shroud. It flies past at incredible speed, and for a second, it reveals itself as an alien ship of unknown configuration. Then it vanishes in a cloud of psionic energy as quickly as it appeared. Can it be? Is it possible to physically enter the Shroud and then emerge somewhere else entirely in normal space? |
Psi Jump Drive not discovered |
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We have found a tiny space within the Shroud that has a concentration of psionic energy that is of a magnitude we have never before seen. Any psychic that managed to successfully tap into this pocket of raw energy would become immensely powerful... but there is only enough for a single individual, and there are risks involved. There are only three individuals in the entire [empire name] that possess the psionic strength needed to tap into this energy pocket with any hope of survival. Who should it be? |
No leader has the Chosen One trait Can only happen once |
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There is a presence here, occupying this entire part of the Shroud. We have met spirits before, but this is something else, something vastly more powerful... something far more ancient. It seems unaware of us as of yet. Perhaps it is sleeping. Perhaps we are simply beneath its notice. Perhaps we should leave. |
No existing Covenant |
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Random generic vision | None |
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Boons and curses[]
Boons and curses are temporary empire modifiers that can be obtained by trying to get a boon via the Shroud. Being successful will grant a boon but being unsuccessful will grant a curse. Boons will also please the Traditionalist Faction while curses will displease it while the modifiers last. Boons and curses can grant any of the following:
Divine Sovereign[]
If a leader gains the Chosen of the Composer, Chosen of the Eater, Chosen of the Instrument, Chosen of the Whisperers or Chosen One trait, within approximately 10 years an event triggers with the option to reform the empire. The event cannot trigger for empires that have Corporate authority and if the empire has Imperial authority the leader must be either the current ruler or its heir. Accepting reforms the empire with the following effects:
- Ethics shift towards Fanatic Authoritarian and Spiritualist
- Authority changes to Imperial
- Empire gains the Divine Sovereign civic
- Invalid civics are removed
- The leader with the trait becomes the new ruler if not already, old ruler exiled
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 |