Follow TV Tropes

Following

History Stellaris / TropesIToZ

Go To

OR

Is there an issue? Send a MessageReason:
None


** Sometimes you will come across inexplicably uninhabited Gaia worlds, lush planets that are fully habitable by any organic life. You'll also notice that they have unique names, such as "Pristine Jewel". Many first time players eagerly set up colonies on them without even realizing that said worlds are considered holy sites by a Fallen Empire - and colonizing these planets ''seriously'' pisses them off. They will likely then declare war on you in order to "cleanse" their holy worlds. Not a good thing, considering Fallen Empires are very powerful at the beginning of the game and can easily wipe the floor with you.

to:

** Sometimes you will come across inexplicably uninhabited Gaia worlds, lush planets that are fully habitable by any organic life. You'll also notice that they have unique names, such as "Pristine Jewel". Many first time players eagerly set up colonies on them without even realizing that said worlds are considered holy sites by a Fallen Empire - and colonizing these planets ''seriously'' pisses them off. They will likely then declare war on you in order to "cleanse" their holy worlds. Not a good thing, considering Fallen Empires are very powerful at the beginning of the game and can easily wipe the floor with you. There's since been an update that'll cause a log to show up when you discover one of these worlds, and one of the dialogue options to close the log will always remark how 'something feels off' about the planet to hint to players it may not be a good idea to colonize it immediately.
Is there an issue? Send a MessageReason:
A megacorp with both gospel and criminal civics is called a Subversive Cult.


** During the First Look video for the [[MegaCorp MegaCorps]] Expansion Pack, one of the developers created what they called a "[[ChurchOfHappyology Scientology Build]]" Empire by creating a MegaCorp Empire with both the "Gospel of the Masses" civic and the "Criminal Heritage" civic. The other one lamented that there'd probably be protesters outside their offices because of this.

to:

** During the First Look video for the [[MegaCorp MegaCorps]] Expansion Pack, one of the developers created what they called a "[[ChurchOfHappyology Scientology Build]]" Empire by creating a Subversive Cult (a MegaCorp Empire with both the "Gospel of the Masses" civic and the "Criminal Heritage" civic.civics) empire he created a "[[ChurchOfHappyology Scientology Build]]". The other one lamented that there'd probably be protesters outside their offices because of this.
Is there an issue? Send a MessageReason:
None


** The Shattered Ring origin has a civilization born on the remnants of a {{Precursor|s}} RingWorld. They've lost the technology to construct new rings, and the advanced resources they rely on come from an Arcane Generator left behind by their forerunners.

to:

** The Shattered Ring origin has a civilization born on the remnants of a {{Precursor|s}} RingWorld.[[RingWorldPlanet Ring World]]. They've lost the technology to construct new rings, and the advanced resources they rely on come from an Arcane Generator left behind by their forerunners.
Is there an issue? Send a MessageReason:
None


* ReligionOfEvil: The Fanatic Purifiers of the Spiritualist variety likely follow one of these.

to:

* ReligionOfEvil: The Fanatic Purifiers of the Spiritualist variety likely follow one of these. Subversive Cults seem to follow a tamer variant that is explicitly criminal.
Is there an issue? Send a MessageReason:
None


* ANaziByAnyOtherName: [[ExaggeratedTrope Exaggerated]] with [[AbsoluteXenophobe Fanatical Purifiers]] empires. Despite the clear plans to seize world domination and wipe out or enslave a number of nations, for most of its existence, UsefulNotes/NaziGermany pursued an active diplomatic policy and to some degree relied on its Axis allies during the war years. Ideologically, their counterparts here, Fanatical Purifiers, are significantly more radical: they are completely obsessed with their views to the point of [[ScaryDogmaticAliens total fanaticism]], they seek to obtain the widest possible "living space" (which, if they are not stopped, will make up the entire galaxy) as well as to exterminate absolutely all other races without exception, and most importantly - [[HardCodedHostility they will NEVER maintain diplomatic relations with ANY other race]].[[note]] although, they are still able to conclude a truce, in case they cannot immediately carry out their intentions.[[/note]]

to:

* ANaziByAnyOtherName: [[ExaggeratedTrope Exaggerated]] with [[AbsoluteXenophobe Fanatical Purifiers]] empires. Despite the clear plans to seize world domination and wipe out or enslave a number of nations, peoples, for most of its existence, UsefulNotes/NaziGermany pursued an active diplomatic policy and to some degree relied on its Axis allies during the war years. Ideologically, their counterparts here, Fanatical Purifiers, are significantly more radical: they are completely obsessed with their views to the point of [[ScaryDogmaticAliens total fanaticism]], they seek to obtain the widest possible "living space" (which, if they are not stopped, will make up the entire galaxy) as well as to exterminate absolutely all other races without exception, and most importantly - [[HardCodedHostility they will NEVER maintain diplomatic relations with ANY other race]].[[note]] although, they are still able to conclude a truce, in case they cannot immediately carry out their intentions.[[/note]]

Added: 321

Changed: 889

Is there an issue? Send a MessageReason:
None


** Any AI empire with the [[TheEmpire Hegemonic Imperialists]], [[ProudWarriorRace Honorbound Warriors]], or [[SlaveryIsASpecialKindOfEvil Slaving Despots]] personality can belong to this group, especially if they are much more competitive in terms of fleet power than in terms of technology level.

to:

** Any The "Barbaric Despoilers" civic depicts a society that essentially lives by the law of the jungle, where "the strongest may seize whatever they covet." Naturally, they maintain this manner of behavior on the galactic stage as well - empires with said civic have access to the "Despoliation" casus belli, which allows them to wage wars to [[RapePillageAndBurn plunder their enemies]], stealing energy, minerals, and even pops. There are, however, some downsides: Migration Treaties are blocked, there are only two Federation types available to them, and finally, all empires without the "Barbaric Despoilers" civic will view one having it as a pillaging menace, resulting in the latter receiving a permanent opinion penalty in relations with most of the galaxy.
** This image is likely to be evoked by any
AI empire with the [[TheEmpire Hegemonic Imperialists]], [[ProudWarriorRace Honorbound Warriors]], or [[SlaveryIsASpecialKindOfEvil Slaving Despots]] personality can belong to this group, especially if they are type whose behavior fits the bill and which is much more competitive in terms of fleet power than in terms of technology level.
Is there an issue? Send a MessageReason:
None


* ANaziByAnyOtherName: [[ExaggeratedTrope Exaggerated]] with [[AbsoluteXenophobe Fanatical Purifiers]] empires. Despite the clear plans to seize world domination and destroy or enslave a number of nations, throughout its existence, UsefulNotes/NaziGermany pursued an active diplomatic policy and to some degree relied on its Axis allies during the war years. Ideologically, their counterparts here, Fanatical Purifiers, are significantly more radical: they are completely obsessed with their views to the point of [[ScaryDogmaticAliens total fanaticism]], they seek to obtain the widest possible "living space" (which, if they are not stopped, will make up the entire galaxy) as well as to exterminate absolutely all other races without exception, and most importantly - [[HardCodedHostility they will NEVER maintain diplomatic relations with ANY other race]].[[note]] although, they are still able to conclude a truce, in case they cannot immediately carry out their intentions.[[/note]]

to:

* ANaziByAnyOtherName: [[ExaggeratedTrope Exaggerated]] with [[AbsoluteXenophobe Fanatical Purifiers]] empires. Despite the clear plans to seize world domination and destroy wipe out or enslave a number of nations, throughout for most of its existence, UsefulNotes/NaziGermany pursued an active diplomatic policy and to some degree relied on its Axis allies during the war years. Ideologically, their counterparts here, Fanatical Purifiers, are significantly more radical: they are completely obsessed with their views to the point of [[ScaryDogmaticAliens total fanaticism]], they seek to obtain the widest possible "living space" (which, if they are not stopped, will make up the entire galaxy) as well as to exterminate absolutely all other races without exception, and most importantly - [[HardCodedHostility they will NEVER maintain diplomatic relations with ANY other race]].[[note]] although, they are still able to conclude a truce, in case they cannot immediately carry out their intentions.[[/note]]
Is there an issue? Send a MessageReason:
None


* ANaziByAnyOtherName: [[ExaggeratedTrope Exaggerated]] with [[AbsoluteXenophobe Fanatical Purifiers]] empires. Despite the clear plans to seize world domination and destroy or enslave a number of nations, during its existence, UsefulNotes/NaziGermany pursued an active diplomatic policy and to some degree relied on its Axis allies during the war years. Ideologically, their counterparts here, Fanatical Purifiers, are significantly more radical: they are completely obsessed with their views to the point of [[ScaryDogmaticAliens total fanaticism]], they seek to obtain the widest possible "living space" (which, if they are not stopped, will make up the entire galaxy) as well as to exterminate absolutely all other races without exception, and most importantly - [[HardCodedHostility they will NEVER maintain diplomatic relations with ANY other race]].[[note]] although, they are still able to conclude a truce, in case they cannot immediately carry out their intentions.[[/note]]

to:

* ANaziByAnyOtherName: [[ExaggeratedTrope Exaggerated]] with [[AbsoluteXenophobe Fanatical Purifiers]] empires. Despite the clear plans to seize world domination and destroy or enslave a number of nations, during throughout its existence, UsefulNotes/NaziGermany pursued an active diplomatic policy and to some degree relied on its Axis allies during the war years. Ideologically, their counterparts here, Fanatical Purifiers, are significantly more radical: they are completely obsessed with their views to the point of [[ScaryDogmaticAliens total fanaticism]], they seek to obtain the widest possible "living space" (which, if they are not stopped, will make up the entire galaxy) as well as to exterminate absolutely all other races without exception, and most importantly - [[HardCodedHostility they will NEVER maintain diplomatic relations with ANY other race]].[[note]] although, they are still able to conclude a truce, in case they cannot immediately carry out their intentions.[[/note]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Clone Army origin makes all pops and leaders the same gender (and face type) as your initial ruler, since, well, [[ExactlyWhatItSaysOnTheTin they're clones]]. Choosing to convert your clones into a regular species later on undoes this, allowing them to use whatever gender settings you chose during empire creation.
Tabs MOD

Removed: 5562

Is there an issue? Send a MessageReason:
Obvious Beta is YMMV. Cleanup: (re)moving wick from trope/work example lists


* ObviousBeta: The initial release fell prey to 'released too early' and 'not tested thoroughly enough' tropes, with three hotfixes coming within a couple weeks from launch day.
** There was a real problem in the late-game with stuttering and general lag, as well as instances where selecting a fleet in the late game of any composition will max out a single CPU while the other cores or threads sit around nearly idle.
** There have been records of bugs with armies being lost to the player should they invade a planet, take control, and then be booted out of the system as a result of another empire taking the planet within the borders. What is worse, those armies show up on the outliner wasting a huge amount of space.
** One of the late game crises could not be properly beaten, as a certain trigger relating to planet health didn't work. Another one constantly purged its own population.
** Evasion being so overpowered that the best fleet composition by far was simple corvettes loaded with as many evasion boosters as possible.
** The HOSTILE FLEET DETECTED bug. Due to a flaw in the way the game reported enemy fleet actions on launch, every single time a fleet in sensor range prepared a jump to anywhere, it spawned a hostile fleet notice. By mid or late game, wars can be quite large endeavors between large alliances, meaning there can be dozens of enemy fleets, each of which spawning a message ''every single time'' they jump. The 1.02 patch cut this down somewhat.
** Colony events, the spice of the mid game, hardly ever fire. Fixes were promised and pushed back in several major patches several times. Nowadays, each new colony is almost guaranteed to generate a (unique for that game) colony event, finally.
** Choosing Sol as your starting system didn't prevent the random galaxy generator from adding a second Sol to the map. This was fixed in a later patch.
** A bug can cause only female portraits to be chosen for leaders instead of having it be a 50/50 chance either way.
** Sector AI couldn't understand how to deal with robotic or enslaved pops.
** Originally, if you created a custom species that started on the special "Earth" option (which is always a Continental planet) but ''didn't'' have Continental Preference as its planet preference, you couldn't ever research Continental Colonization and by extension Ocean Colonization, even if you got a compatible species to settle them with. This locks out two abundant planet types for your entire game. No longer an issue now that Colonization techs have been done away with and replaced with the Habitability mechanic.
** It's possible for an AI Empire to invite you for war against... yourself. This tended to happen with Tributary empires that are released, but then hate you. Rejecting their terms does nothing, accepting their terms seemingly starts a war but actually does nothing, and most importantly, they will keep inviting you to the war declaration over and over. It gets annoying after a while, and makes you wonder if wiping them off the face of the galaxy would finally put a stop to it.
** One endgame crisis exterminated itself by purging its entire population until patch 1.2.3 fixed it.
** The only available Victory Conditions at release were Domination (colonize 40% of the available inhabitable planets) and Conquest (conquer every other Empires under your heels). This effectively shafted Pacifists, as they could not start wars of aggression and by midgame, most of the inhabitable worlds would already be colonized and the only way to expand is either trade for planets (highly unlikely if not outright impossible that they would accept a deal where you come out ahead) or to wage war. Pacifists could still declare war of liberation, but allies and vassals did not count toward Domination either. Heinlein fixed this by adding the Federation victory condition, which requires a Federation to own 60% of the available inhabitable planets -- thanks to the changes to alliances in Heinlein, this meant that allies ''did'' count towards it.
** Portraits from pre-order bonuses could not be used by the randomly generated AI empires. A patch that came out alongside the Plantoids DLC pack was supposed to fix this, but it only worked for the plantoids. Creatures of the Void, Arachnoids, Chirpy, and the Platypus still don't show up.
** The original version of the game slapped a hefty -1000 "Not Diplomatically Relevant" modifier on when attempting to form alliances with empires that were too far away, effectively making it impossible and severely hampering Federation-based gameplay. A later patch replaced this with a scaling "distance" penalty that was much easier to overcome.
** The Cherryh update's massive overhauls to the warfare system were apparently barely playtested before release. The new war exhaustion mechanic in particular made a lot of players very unhappy until Day One mods rebalanced or outright removed it. Also, like so many other updates before, Cherryh wreaked havoc on a great many text messages, especially those unique to Machine Empires, so that only indecipherable strings were shown in their stead.
** The Le Guin's massive overhaul to the economy system also has a lot of problems with bugs: AI being unable to use the new Economy, the ability to make infinite money with market, endgame crises cannot purge pops, and more. It doesn't help that the patch was released only 2-3 weeks before the Christmas break. However, the developers went back to work after their break, and by the time of 2.2.6 beta, the game is now in a pretty good shape.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MetalPoorPlanet: A possible negative modifier that can occur after surveying a habitable world. Since you're already an interstellar polity this isn't a necessarily debilitating situation as you can import minerals from elsewhere, but it does mean such a planet can have fewer mining districts than usual and they'll be less productive than usual.


Added DiffLines:

* TidallyLockedPlanet: A surveyed planet can be found to be this around their parent star. It will limit the total number of districts the settling empire can build there due to the limited amount of space that can be inhabited.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Should you ever encounter the Habinte Unified Worlds as a Xenophobe or Militarist, [[SchmuckBait do not make the mistake of thinking you have six free Gaia worlds just because they're a Pacifist pre-FTL spoaceflight star nation]]. [[spoiler:They're the last remnants of a Type 6 civilization[[note]]For those at home who don't know their Kardashav scale, that means they're so advanced that they can create and modify the fundamental laws of ''entire universes''[[/note]] [[SpaceAmish who are trying to live simple lives]] InHarmonyWithNature. Declare war on them, and [[BreakOutTheMuseumPiece they'll dust off a]] ''one million fleet power'' armada (as powerful as the avatar of the End of the Cycle!) and [[CurbStompBattle promptly use it to teach you a lesson]]. If that wasn't enough, they'll mess up your hyperlanes and ''teleport their planets around your empire'' - not even [[BonusBoss Fallen Empires]] can do this.]]
Is there an issue? Send a MessageReason:
None


* SlaveMarket: With the DLC [=MegaCorps=], civilizations can access the Galactic Slave Market. You can still buy pops even if you've outlawed slavery, but they'll be more expensive.

to:

* SlaveMarket: With the DLC [=MegaCorps=], ''[=MegaCorp=]'', civilizations can access the Galactic Slave Market. You can still buy pops even if you've outlawed slavery, but they'll be more expensive.
Is there an issue? Send a MessageReason:
None


* TheRemnant: One of the empires in the galaxy may have the "Remnants" origin, reflecting its status as a vestige of the previous galactic cycle that not only managed to survive to the present one, but also has ambitions to fight for its place in it.

to:

* TheRemnant: One of the empires in the galaxy may have [[VestigialEmpire Fallen Empires]], [[ExactlyWhatItSaysOnTheTin empire with the "Remnants" origin, reflecting its status as a vestige of origin]], [[KnowledgeBroker the previous Curator Order enclave]], [[SpaceOrcs Marauders]], and almost all other factions whose existence clearly did not begin in the current galactic cycle that not only managed to survive to the present one, but also has ambitions to fight for its place in it.cycle.
Is there an issue? Send a MessageReason:
None


* TheRemnant: One of the empires in the galaxy may have the "Remnants" origin, which denotes its status as a vestige of the previous galactic cycle that not only managed to survive to the present one, but also has ambitions to fight for primacy in it.

to:

* TheRemnant: One of the empires in the galaxy may have the "Remnants" origin, which denotes reflecting its status as a vestige of the previous galactic cycle that not only managed to survive to the present one, but also has ambitions to fight for primacy its place in it.
Is there an issue? Send a MessageReason:
None


** ** Any AI empire with the [[TheEmpire Hegemonic Imperialists]], [[ProudWarriorRace Honorbound Warriors]], or [[SlaveryIsASpecialKindOfEvil Slaving Despots]] personality can belong to this group, especially if they are much more competitive in terms of fleet power than in terms of technology level.

to:

** ** Any AI empire with the [[TheEmpire Hegemonic Imperialists]], [[ProudWarriorRace Honorbound Warriors]], or [[SlaveryIsASpecialKindOfEvil Slaving Despots]] personality can belong to this group, especially if they are much more competitive in terms of fleet power than in terms of technology level.
Is there an issue? Send a MessageReason:
None


* TheRemnant: If you meet a spacefaring civilization (or one of its ships) that predates yours, odds are it's one of these. How militaristic it is generally depends on how many planets it still has, with the [[ProudScholarRace Xenophilic Fallen Empire]] having four and the [[SpaceOrcs Marauders]] having zero, but the [[BenevolentPrecursors Curators' Enclaves]] are an exception.

to:

* TheRemnant: If you meet a spacefaring civilization (or one One of the empires in the galaxy may have the "Remnants" origin, which denotes its ships) status as a vestige of the previous galactic cycle that predates yours, odds are it's one of these. How militaristic it is generally depends on how many planets it still has, with not only managed to survive to the [[ProudScholarRace Xenophilic Fallen Empire]] having four and the [[SpaceOrcs Marauders]] having zero, present one, but the [[BenevolentPrecursors Curators' Enclaves]] are an exception.also has ambitions to fight for primacy in it.



** Any AI empire with the Honorbound Warriors or Slaving Despots personality, especially since their slaves aren't particularly good at research.

to:

** ** Any AI empire with the [[TheEmpire Hegemonic Imperialists]], [[ProudWarriorRace Honorbound Warriors Warriors]], or [[SlaveryIsASpecialKindOfEvil Slaving Despots personality, Despots]] personality can belong to this group, especially since their slaves aren't particularly good at research.if they are much more competitive in terms of fleet power than in terms of technology level.
Is there an issue? Send a MessageReason:
None


* YouCantFightFate: While surveying pulsars, it's possible to find a wrecked ship; studying its logs reveales that it is a wrecked exploration ship from an extragalactic empire called the ''Kohtalo''. Some time later, an identical ''Kohtalo'' will appear and open communications. It's quickly deduced this is likely the same ship from earlier in its timeline, and two options are given: warn the ''Kohtalo'' away from the system where the wreck was discovered or not mention it at all. Regardless of your choice, the ''Kohtalo'' travels to the system and is destroyed, leaving two wrecks behind.

to:

* YouCantFightFate: While surveying pulsars, it's possible to find a wrecked ship; studying its logs reveales that it is a wrecked exploration ship from an extragalactic empire called the ''Kohtalo''. Some time later, an identical ''Kohtalo'' will appear and open communications. It's quickly deduced this is likely the same ship from earlier in its timeline, and two options are given: warn the ''Kohtalo'' away from the system where the wreck was discovered or not mention it at all. Regardless of your choice, the ''Kohtalo'' travels to the system and is destroyed, leaving two wrecks behind. Fittingly, "kohtalo" is the [[BilingualBonus Finnish word for "fate"]].
Is there an issue? Send a MessageReason:
I've started with nearly 20 unmodded. It varies.


* MulticulturalAlienPlanet: Zig-zagged. There is considerable variation in most species portraits and the Leaders or Planetary population tabs will usually display a wide range of skin/scale/fur colors, but each FTL-empire starts out as a OneWorldOrder whose population all share the same ethical values, including either [[HumansAreDivided human]] empire.[[note]]the second one being a LostColony on Deneb[[/note]] It is possible for populations to change ethics but more likely on colonies than homeworlds. Pre-FTL species are implied to comprise a number of planetary nation-states but become unified after [[TechnologyUplift uplift]], discovering FTL on their own, or [[AlienInvasion invasion]] of course. Further, while it's possible to place multiple species on the same planet, the only way for two species to share the same homeworld is through the "Subterranean Civilization" event chain. The ''Utopia'' DLC introduces a trait (Syncretic Evolution) that lets the player start with a second, dim-witted but strong species on their homeworld to act as menial laborers. The ''First Contact'' DLC introduces empires with the Broken Shackles origin, where the starting planets begins with nine different species, the result of a successful mutiny aboard a slaver ship that subsequently crash-landed upon a planet.

to:

* MulticulturalAlienPlanet: Zig-zagged. There is considerable variation in most species portraits and the Leaders or Planetary population tabs will usually display a wide range of skin/scale/fur colors, but each FTL-empire starts out as a OneWorldOrder whose population all share the same ethical values, including either [[HumansAreDivided human]] empire.[[note]]the second one being a LostColony on Deneb[[/note]] It is possible for populations to change ethics but more likely on colonies than homeworlds. Pre-FTL species are implied to comprise a number of planetary nation-states but become unified after [[TechnologyUplift uplift]], discovering FTL on their own, or [[AlienInvasion invasion]] of course. Further, while it's possible to place multiple species on the same planet, the only way for two species to share the same homeworld is through the "Subterranean Civilization" event chain. The ''Utopia'' DLC introduces a trait (Syncretic Evolution) that lets the player start with a second, dim-witted but strong species on their homeworld to act as menial laborers. The ''First Contact'' DLC introduces empires with the Broken Shackles origin, where the starting planets begins with nine many different species, the result of a successful mutiny aboard a slaver ship that subsequently crash-landed upon a planet.
Is there an issue? Send a MessageReason:
None


* MulticulturalAlienPlanet: Zig-zagged. There is considerable variation in most species portraits and the Leaders or Planetary population tabs will usually display a wide range of skin/scale/fur colors, but each FTL-empire starts out as a OneWorldOrder whose population all share the same ethical values, including either [[HumansAreDivided human]] empire.[[note]]the second one being a LostColony on Deneb[[/note]] It is possible for populations to change ethics but more likely on colonies than homeworlds. Pre-FTL species are implied to comprise a number of planetary nation-states but become unified after [[TechnologyUplift uplift]], discovering FTL on their own, or [[AlienInvasion invasion]] of course. Further, while it's possible to place multiple species on the same planet, the only way for two species to share the same homeworld is through the "Subterranean Civilization" event chain. The ''Utopia'' DLC introduces a trait (Syncretic Evolution) that lets the player start with a second, dim-witted but strong species on their homeworld to act as menial laborers.

to:

* MulticulturalAlienPlanet: Zig-zagged. There is considerable variation in most species portraits and the Leaders or Planetary population tabs will usually display a wide range of skin/scale/fur colors, but each FTL-empire starts out as a OneWorldOrder whose population all share the same ethical values, including either [[HumansAreDivided human]] empire.[[note]]the second one being a LostColony on Deneb[[/note]] It is possible for populations to change ethics but more likely on colonies than homeworlds. Pre-FTL species are implied to comprise a number of planetary nation-states but become unified after [[TechnologyUplift uplift]], discovering FTL on their own, or [[AlienInvasion invasion]] of course. Further, while it's possible to place multiple species on the same planet, the only way for two species to share the same homeworld is through the "Subterranean Civilization" event chain. The ''Utopia'' DLC introduces a trait (Syncretic Evolution) that lets the player start with a second, dim-witted but strong species on their homeworld to act as menial laborers. The ''First Contact'' DLC introduces empires with the Broken Shackles origin, where the starting planets begins with nine different species, the result of a successful mutiny aboard a slaver ship that subsequently crash-landed upon a planet.
Is there an issue? Send a MessageReason:
None


* IOweYouMyLife: On anomaly on a toxic planet can reveal an ancient warship that the planet's atmosphere is slowly corroding away, starting a special project for a construction ship to repair it with new components must be done in a limited time frame. If successful, an onboard AI program will reawaken and relay that it had spent the past 4800-ish years stuck there and that it was only days away from being irrevocably degraded. Sensing that it has new parts from you, it will join your empire out of gratitude for rescuing it as a special Admiral leader along with its ship if you allow it.

to:

* IOweYouMyLife: On One anomaly on a toxic planet can reveal an ancient warship that the planet's atmosphere is slowly corroding away, starting a special project for a construction ship to repair it with new components must be done in a limited time frame. If successful, an onboard AI program will reawaken and relay that it had spent the past 4800-ish years stuck there and that it was only days away from being irrevocably degraded. Sensing that it has new parts from you, it will consider you its new makers and join your empire out of gratitude for rescuing it as a special Admiral leader along with its ship if you allow it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* IOweYouMyLife: On anomaly on a toxic planet can reveal an ancient warship that the planet's atmosphere is slowly corroding away, starting a special project for a construction ship to repair it with new components must be done in a limited time frame. If successful, an onboard AI program will reawaken and relay that it had spent the past 4800-ish years stuck there and that it was only days away from being irrevocably degraded. Sensing that it has new parts from you, it will join your empire out of gratitude for rescuing it as a special Admiral leader along with its ship if you allow it.
Is there an issue? Send a MessageReason:
None


* YouAreNotReady: Mutually inclusive to the technological BeefGate, the [[KeeperOfForbiddenKnowledge Keepers of Knowledge]] Fallen Empire is this. Completing too many [[spoiler:dangerous technologies]] will give the keepers a reason to wipe your empire out of the galaxy.

to:

* YouAreNotReady: Mutually inclusive to the technological BeefGate, the [[KeeperOfForbiddenKnowledge Keepers of Knowledge]] Fallen Empire is this. Completing too many [[spoiler:dangerous technologies]] will give the keepers Keepers a reason to wipe your empire out of the galaxy.
Is there an issue? Send a MessageReason:
None


* YouAreNotReady: Mutually inclusive to the technological BeefGate, the Keepers of Knowledge of the Fallen Empire are this. Completing too many [[spoiler:dangerous technologies]] will give the keepers a reason to wipe your empire out of the galaxy.

to:

* YouAreNotReady: Mutually inclusive to the technological BeefGate, the [[KeeperOfForbiddenKnowledge Keepers of Knowledge of the Knowledge]] Fallen Empire are is this. Completing too many [[spoiler:dangerous technologies]] will give the keepers a reason to wipe your empire out of the galaxy.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* WorldHalfFull: Every play session will start as a CrapsackWorld, where there will be genocidal xenophobes, monsters that roam the universe, ancient tombs of past glory, and ultimately crises that can consume the entire galaxy. But part of the joy of Stellaris is subverting all the above, finding and making friends, and taking on the issues together, ending with a pan-galactic federation enriching everyone. Or you can go the other way, throw what's left in the glass, and [[TabletopGame/Warhammer40000 go full Imperium]] on the entire galaxy.
Is there an issue? Send a MessageReason:
None


* SpaceClouds: It has a nebulae as a type of star system "terrain," like pulsars or black holes, and the galactic map has several named nebulae that encompass several systems. The upside is that you can harvest resources from a nebula with the proper space station module, the downside is that outside sensors cannot penetrate the nebular cloud, so the only way to see what's in one is by sending in one or more ships. This makes a nebula a natural place to spring an ambush on a fleet moving along the galaxy's Hyperspace Lanes.

to:

* SpaceClouds: It has a nebulae as a type of star system "terrain," like pulsars or black holes, and the galactic map has several named nebulae that encompass several systems. The upside is that you can harvest resources from a nebula with the proper space station module, the downside is that outside sensors cannot penetrate the nebular cloud, so the only way to see what's in one is by sending in one or more ships. This makes a nebula a natural place to spring an ambush on a fleet moving along the galaxy's Hyperspace Lanes.HyperspaceLanes.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SpaceClouds: It has a nebulae as a type of star system "terrain," like pulsars or black holes, and the galactic map has several named nebulae that encompass several systems. The upside is that you can harvest resources from a nebula with the proper space station module, the downside is that outside sensors cannot penetrate the nebular cloud, so the only way to see what's in one is by sending in one or more ships. This makes a nebula a natural place to spring an ambush on a fleet moving along the galaxy's Hyperspace Lanes.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NeutronBomb: In the ''Apocalypse'' expansion allows empires to build a Colossus KillSat, which can be equipped with one of several WeaponsOfMassDestruction. The Neutron Sweeper option kills all intelligent life on a targeted world and similarly fries any robots' circuitry, but leaves the planet's infrastructure intact for later resettlement. That said, it does apply a negative habitability modifier to the planet for a few years, representing the effects of lingering radiation and damage to the biosphere.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheUnfought: It is entirely possible for a SpaceColdWar to continually intensify until... the Endgame Crisis or a War In Heaven renders it irrelevant because one of the powers has been destroyed, subjugated, or rendered irrelevant. Usually doesn't qualify as an AntiClimaxBoss because even though you could then [[OpportunisticBastard conquer or subjugate them with little resistance]], you're often too busy with the bigger fish in the room to focus on that.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Looking deeper, this is the primary advantage they have over Xenophobes. While xenophobe empires will individually become more powerful than the xenophile due to faster pop growth and lower influence claim costs being unquestionably better than more envoys and trade (and indeed, all factors being equal, if you face a xenophobe 1v1 early on as a xenophile, defeat is all but assured, all factors being equal. However, as the game goes on, xenophiles that make migration treaties can see pop growth, and more significantly, can create high-habitability colonies on a more varied number of worlds before terraforming (taking 5-10 years for non-barren non-tomb worlds, which is fairly significant in the early game for snowballing), and form alliances/defensive pacts/federations much easier. This can flip the power dynamic significantly, as despite not being as individually powerful. This is even more notable in the endgame, as the late-game boosts to Federations formed earlier on would make the members able to collectively put up a much better defense against the Endgame Crisis than any xenophobe or even overlords and their vassals, even with all factors being equal.

Top