Factions

From Stellaris Wiki
Jump to: navigation, search

Version

Outliner top.png
This article is considered accurate for the current version (1.6) of the game.

In order to represent the struggles an empire will face in attempting to maintain control over a diverse population, Stellaris includes a system where units of an empire's population can support factions. Factions are political parties and took over nearly all the Pop happiness modifiers.

Pops supporting Factions[edit]

Only Pops that are fully sentient can support factions. That excludes any pre-sentients and any Robot below Synth level. Pops with Nerve-Stapled trait or Culture Shock Modifier are also excluded. A pop can only support one Faction. Pops that are Enslaved or being Purged can not join Factions, however either option will cause a rather high level of Unrest by itself, making it a "de facto" Faction that is likely always unhappy.

Every Ethic has at least one Faction and every eligible pop of that Ethic may support it. This is very positive if the faction is happy, but can lead to massive Unrest if it is unhappy.

As a Pop has to have the fitting Ethics to support a Faction, Ethics attraction plays a major role in Faction strength and distribution. Both systems interact to a degree.

Remember: First Ethics, then (maybe) Faction support.

Faction Properties[edit]

Factions screen

Every faction has all of these properties. Happiness and size/support are usually the most important figures to keep in mind.

Type/Ethic[edit]

There is at least one Faction for every Ethic. However, there might be multiple Factions for some Ethics to better allow divergent playstyles (a militant and pacifist Xenophobe Faction, is the original canonical example).

Happiness[edit]

Each Faction has a Happiness Rating. This is derived from its issues, with a major modification if the Faction is suppressed or supported.

Faction Happiness is the base happiness for every supporting Pop. As such, an unhappy Faction with a lot of supporters will cause considerable Unrest, while happy Factions with a lot of supporters will cause happiness derived production bonuses. Starting with 60% Happiness a faction will also produce Influence (see Effects).

Size[edit]

How many Pops currently support that Faction. Happy Factions should ideally contain 100% of the population, making them effectively your "loyalist" Factions. This and Happiness will directly translate to Unrest across the Empire as well as the Faction Effects.

Attraction[edit]

How many Pops in your Empire could support this Faction (meet all the requirements).

Ideally size and Attraction are equal at all times for Happy Factions. If attraction is higher, that either means some Pops that could join this Faction did not do so yet (they might have just recently converted) or are tied up in another Faction. There is currently no know case of Conflicting Factions - even Isolatinist/Supremacist Xenophes are clearly divided by species lines unless the empire is Pacifistic.

This is not to be mistaken with Ethics attraction.

Issues[edit]

Issues directly translate to happiness: the more issues that are Fulfilled, the happier the Faction. By their nature opposing Ethic Factions have opposing issues, making it impossible to make all Factions happy. An issue can be either fullfilled or not fullfilled. In either case it might produce a happiness penalty (red), a happiness bonus (green) or be neutral (yellow). Many issues have requirements before they can appear, making it sometimes hard to know what will please a faction beforehand.

As they can only have two states, issues come in a few common shapes that can each only have two of the above states:

  • Positive issues will be green if fulfilled, yellow if not fulfilled.
  • Negative issues will be red if not fulfilled, yellow if fulfilled.
  • Extreme issues will be red if not fulfilled, green if fulfilled.
  • Timed issues belong into one of the above, but rely on having a timed country flag.
  • Stacking issues are a set of Positive issues. There are 2 or more "levels" to fulfilling these issues. Usually the higher level is the same basic mechanic/check, but with a higher threshold. Fulfilling one level will unlock the next one (i.e., being 10, 20 and 50 years at peace; having 1, 3 or 5 Non-Aggression Pacts with neighbors). The levels will usually provide +2%, +3% and +5% happiness which will stack for a total of +5% or +10%. However, sometimes unrelated issues share these numbers too.

Effects[edit]

A pleased Faction will produce Influence.png Influence for the empire, depending on the Happiness of the Faction and which percentage of the population supports the Faction.

A faction needs at least 60% Happiness to provide Influence for the Empire, at which point the gain is 2 Influence base. Any effect that affects "+X Max Influence from Factions" will apply to that base value, potentially increasing the income for Factions drastically. This base value is then multiplied by the support. Higher happiness will not produce more Influence (confirmed up to 95%).

i.e. a 60% Happy Faction with their Ethic being embraced by 90% of the pops, but only 66% in support of the Faction, will provide 2 Base Influence times 66% = 1.32 Influence.

This can be modified upwards drastically by Egalitarian.png Egalitarian Ethics and Civics.

Leader[edit]

Every Faction has a leader. That one will be drawn randomly from the Leaders already hired or hireable in the empire, but often with weighting towards certain leader classes and towards/against Xenos. Rulers can become the Leaders of Faction or already be before they become Ruler. If the Ruler of the Empire is also the Leader of a Faction, the Attraction for the Faction and the Factions Ethics will also increase.

Actions[edit]

Actions the player can do to deal with the Faction:

  • Embrace Faction this allows the player to change their empire Ethics one step towards that Faction's Ethics. The action is expensive (250 Influence.png influence), has a 10 year lockout, requires at least 20% Faction support. It will make this Faction Happy (+20%) but all others Unhappy (-10%).
  • Suppression this allows the player to suppress the Ethic behind the Faction, which will in the long run eliminate that Faction. This costs 1 Influence per month and makes all related Factions unhappy. It will stop if the Faction is eliminated.
  • Support this allows the player to increase Attraction for the Factions Ethics. This can be useful in preparation of an Ethics switch. It can not be applied to a Factions whose Ethics is already among the governing Ethics and any Faction whose Ethics becomes a ruling one will have their Support canceled automatically.

Factions[edit]

For any of the Terms used, please see Game Terms.
  • Guiding Ethics: The Primary Ethics of the Faction. A Faction can have only one Guiding Ethics.
  • Requirement: The requirements that must be fulfilled before the Faction can appear at all in the empire. Standing requirement is not being a Hive Mind Empire. There must be at least 5 possible supporters (Attraction Number) for the Faction to spawn or maintain itself.
  • Supporter Requirements: Which requirements a pop Unit must met, in order to be able to support this Faction. Standing requirements are: Not Enslaved, not Being Purged, not under Culture Shock and not having the Nerve Stapled Trait. Usually also the proper Ethics must be met. However each faction can override these requirements freely.
  • Attraction: How attractive the Faction is to join (as opposed to a equally eligible Faction). Base values are: 100. x1.25 if Leader is Ruler. x0.75 if no Leader. Special Factors as noted below.
  • Leader: How the weighting for choosing the Faction Leader works. The base value is 100 for every class of leader, including the current Ruler.

Imperialist[edit]

Faction icons imperialists icon
Imperialist Factions desire dominance over other Empires. They like Rivalries and conquering other Empires, and dislike relying on others.
  • Guiding Ethics: Militarist.png Militarist
  • Requirement: Encountered another species.
  • Supporter Requirements: Militarist.png Militarist
  • Attraction: default; x1.25 with Citzenship Rights
  • Leader: default
Issue Possibility Fulfillment Yes.png No.png
Aggressive Diplomacy Communication with a non-Vassal Default Empire Unrestricted War policy Flag 0 –10
Subjugation Communication with a non-Vassal Default Empire Taking a planet from and/or making a subject of any empire as a result of a peace deal (remains fulfilled for 20 years) +10 0
Border Expansion Always Establishing a new frontier outpost (remains fulfilled for 20 years) +5 0
Local Rivalry 3+ Communications 1 Neighboring Rival +2 0
Neighborhood Rivalries 3+ Communications; 1+ Neighboring Rival 2 Neighboring Rivals +3 0
Galactic Nemeses 3+ Communications; 2 Neighboring Rivals 3 Neighboring Rivals +5 0
Strong Alone 1+ Communications Not in Federation 0 –25
Imperial Hegemony 3+ Communications Being an Overlord +5 0
Leviathan Slayer Leviathan DLC. Contact with any Guardian Country Kill a Guardian +10 0

Summary: The Militarist Path, requires eternal Warfare or at least Rivalries and subjects. Up to +40 Happiness, but 25 of that requires timed flags from actions or DLC making only +15 passively sustainable. Requirements are easy to meet, the Failure conditions are easily avoided but do define the Diplomatic game to a large degree.

Isolationist[edit]

Faction icons isolationists icon
Isolationist Factions desire isolation, seeking to have as few dealings with other Empires as possible - save for Non-Aggression Pacts. They dislike wars of aggression as well as being seen as an easy target.
  • Guiding Ethics: Xenophobe.png Xenophobe
  • Requirement: Encountered another species
  • Supporter Requirements: Xenophobe.png Xenophobe. Is either not the Owner Species or Empire is Pacifist.png Pacifist
  • Attraction: default; x1.5 if Xenophobe. x0.25 if Militarist
  • Leader: default
Issue Possibility Fulfillment Yes.png No.png
Stalwart Defense Communication with a non-Vassal Default Empire Not having Unrestricted War Flag +5 –15
ISOLATIONIST_NO_AGGRESSIVE_WAR 3+ Communications. On attacker Side of a War Is neither attacker in a war, nor joined one as an attacker 0 –10
ISOLATIONIST_NO_DEFENSIVE_WAR 3+ Communications joined a war as defender 0 –5
Restricted Movement 3+ Communications Neither a Migration Pact with another Empire nor Refugess allowed 0 –10
Non-Aggression Pact 3+ Communications 1+ Non-Aggression pact with Neighbors +2 0
Non-Aggression Covenant 3+ Communications, 1 Non-Aggression pact with Neighbors 2+ Non-Aggression pacts with Neighbors +3 0
Non-Aggression Protocol 3+ Communications, 2 Non-Aggression pacts with Neighbors 3+ Non-Aggression pacts with Neighbors +5 0
Peace 1+ Communications > 9 years of peace +2 0
Extended Peace 1+ Communications, > 9 years of peace > 24 years of peace +3 0
Peace Everlasting 1+ Communications, > 24 years of peace >49 years of peace +5 0

Summary: The Pacifist Xenophobe Faction somehow manages to be more pacifist than even the pacifists themselves. If the Empire is not Pacifist, only Xenophobe Xenos can join this Faction - the primary species is excluded. That makes it a important problem for conquering Xenophobes that are not enslaving or purging all Xenos. Bonus goes up to +25, but 10 of that is a waiting game ruined by any war declaration and actually getting enough neighbors for the Non-Aggression pacts might be a bit of a game of luck or require serious expansion. The 1.6 allowance for limited Liberation Warfare, but this faction is unhappy the moment one even so much as reacts to a Defensive Pact or Federation.

Progressive[edit]

Faction icons progressives icon
Progressive Factions desire the advancement of individual rights and representative forms of government.
  • Guiding Ethics: Egalitarian.png Egalitarian
  • Requirement: Encountered another species OR Tech planetary unification.png Planetary Unification Technology
  • Supporter Requirements: Egalitarian.png Egalitarian
  • Attraction: 150 Base. x1.25 if Leader is Ruler. x0.75 if no Leader. x0.25 if not Owner Species [1]
  • Leader: 100 Base. x0 for Ruler in Imperial Authority empire
Issue Possibility Fulfillment Yes.png No.png
Anti-Autocratic Always Neither Imperial nor Dictatorial Authority +5 –15
Free Movement Always Resettlement not allowed, Core Worlds not Restricted and no Pop under Migration Control (except Pre-Sentients and non-Sentient Robots) +3 –10
Reproductive Freedom Always No Pop has population Controls enabled +2 –10
Anti-Caste Always No pop under Caste System +5 –15
Born Equal Tech capacity boosters.png Capacity Boosters or Tech selected lineages.png Selected Lineages technologies Leader Enhancement Policy is not Selected Lineages or Capacity Boosters +5 –5

Summary: Up to +20 bonus, but past +15 requires Research to unlock. If you have this Faction as Authoritarian, take special care not to give in to the Caste System ban - that will add even more people to that Faction, making it impossible to control while also ruining a core of your Authoritarian Attraction. A big danger is the Heir joining this Faction. Egalitarian Ethics are relatively hard to avoid and easy to maintain if you engage in any Diplomacy with Egalitarians.

Prosperity[edit]

Faction icons prosperity icon
Prosperity Factions desire economics growth and the acquisition of resources. They like energy credits and strategic resources, and they dislike armed conflicts that disrupt internal development.
  • Guiding Ethics: Pacifist.png Pacifist
  • Requirement: Encountered other Species OR Tech planetary unification.png Planetary Unification Technology
  • Supporter Requirements: non-Fanatic Pacifist.png Pacifist
  • Attraction: Default. x1.5 if either Pacifist. x1.25 if not Owner Species [1]
  • Leader: 100 Base. No modifiers
Issue Possibility Fulfillment Yes.png No.png
Solid Liquidity Owns a Planet beyond their Capital World >2999 Energy Credits.png energy stored +5 0
Strategic Resource Acquisition Always Own 1+ unique Strategic Resources +3 0
Strategic Resource Control Own 1+ unique Strategic Resources Own 5+ unique Strategic Resources +4 0
Strategic Resource Domination Own 5+ unique Strategic Resources Own 10+ unique Strategic Resources +5 0
Keep the Peace Always Not being at War +5 –10
Traditional Prosperity Any Tradition Unlocked Any Prosperity Tradition Perk, including Adoption +2 –5
Nonviolence 3+ Communications Entered war as Attacker Flag or is on the side of Attackers in a war 0 –25

Summary: Up to +24 Bonus, but Liquidity can be very hard to acquire early game, looking at the budget - dropping below it could have a runaway effect. Strategic Resources are another concern: considerable research and space or treaties will be needed to satisfy these high demands. But once one has fulfilled the Tradition and Resources needs, this faction will stay happy even while during defensive wars. However they will get angry at being on the attacker side of any war.

Supremacist[edit]

Faction icons supremacists icon
Supremacist Factions desire complete dominance for the Empire's founding species. They want policies that benefit their own species and disadvantages other species.
  • Guiding Ethics: Xenophobe.png Xenophobe
  • Requirement: Encountered another Species
  • Supporter Requirements: Xenophobe.png Xenophobe AND Country not Pacifist.png Pacifist AND Owner Species
  • Attraction: default
  • Leader: 100 Base. x0.5 if Scientist. x0 if not Owner Species. x0 if Default Robot Pop (not Uploaded Synth)
Issue Possibility Fulfillment Yes.png No.png
Same Species Ruler NOT Fanatical Purifier Civic Has a Ruler and Ruler is of the Owner Species 0 –20
Invasive Xeno Studies NOT Fanatical Purifier Civic. Any Relation is a Primitive Full Interference Policy Flag +5 –10
Xenos Disenfranchised NOT Fanatical Purifier Civic. Any Pop not Owner Species (excluding Robot, Pre-Sentient or Purgee) Non Owner Species Pop has full Citizenship (Robots and Pre-Sentients excluded) +5 –15
No Immigration NOT Fanatical Purifier Civic. 3+ Communications Any Default Empire has Migration access (including owner species) 0 –15
Core World Exclusivity NOT Fanatical Purifier Civic. More than 1 Species. Any pop is neither Robot nor Owner Species Core Worlds Population policy "Citizen and Slaves" or "Citizen only" +5 –10
Asserting Dominance NOT Fanatical Purifier Civic. Any Relation is a Default Empire, has Communication and is not in Federation with Empire Entered war as Aggressor Flag +10 0
Fanatical Purifiers HAS Fanatical Purifier Civic HAS Fanatical Purifier Civic +20 0
Genetic Purity / Racial Impurity Tech gene tailoring.png Gene Tailoring or Tech gene expressions.png Targeted Gene Expressions Technology No pop is of Owner Species base species, but not the same Subspecies +5 –5
Traditional Domination NOT Fanatical Purifier Civic. Any Tradition Unlocked Any Domination Tradition including Adoption +2 –5
Giant Massacre Leviathan DLC. Leviathan DLC. Contact with any Guardian Country Country Flag killed_guardian +10 0

Summary: The aggressive Xenophobe Faction exists in two modes: If you are a Fanatical Purifier or if you are not. Only the Genetic and Leviathan Slaying conditions are shared resulting in a variance of -5 to +15.

Fanatical Purifiers just get +20 flat.

Non Fanatical Purifiers will have issues until they conquered another Species (or start properly) and pick Domination as 1st Tradition. However they can get up to +27 flat, but 10 of that requires being at war.

If the empire is a pacifist this Faction will not spawn - instead everyone can join the Isolationist one. If the Empire is not Pacifist, Xenophobes will be split between Supremacist (Owner Species) and Isolationist (not Owner species).

Technologist[edit]

Faction icons technologists icon
Technologist Factions desire an Empire-wide embrace of scientific progress and the fruits of technological advancement. They dislike politically-motivated bans on certain avenues of research, as well as being outpaced by other Empires. They like Research Treaties, being more technologically more advanced than other Empires, and the practicable use of AI technology.
  • Guiding Ethics: Materialist.png Materialist
  • Requirement: One from each of the following two groups:
  • Group 1
    • Tech robotic workers.png Robotic Workers Technology
    • 3+ Communications
    • Any Communication with any pop that has Trait mechanical.png Mechanical or Trait cybernetic.png Cybernetic Traits
  • Group 2
    • Encountered another Species
    • Tech powered exoskeletons.png Powered Exoskeletons Technology
  • Supporter Requirements: NOT Spiritualist.png Spiritualist. Either Materialist.png Materialist OR Robot Pop
  • Attraction: 150 Base. x1.25 if Leader is Ruler. x0.75 if no Leader. x2 if Robot Pop
  • Leader: default
Issue Possibility Fulfillment Yes.png No.png
AI Allowed Tech robotic workers.png Robotic Workers Technology Not AI Outlawed Policy Flag +5 –15
Machine Love Tech robotic workers.png Robotic Workers Technology At least 6 Robotic Pops in your empire +5 0
Bleeding Edge 3+ Communications. Neither Vassal nor primitives_can_into_space county Flag No known Default Empire is more than Equivalent in Technology +5 –5
Science Without Borders 3+ Communications 3+ Research Agreements +5 0
Synth Envy Any Communication has Pops with Trait mechanical.png Mechanical or Trait cybernetic.png Cybernetic Traits in their empire Have Pops with Trait mechanical.png Mechanical or Trait cybernetic.png Cybernetic Traits in your empire +5 –10
Traditions of Discovery Any Tradition Unlocked Any Discovering Tradition (including Adoption) +2 –5
Secret Knowledge Fallen Empire gift Data Cache or Curator Insight Modifiers Fallen Empire gift Data Cache or Curator Insight Modifiers +5 0

Summary: Technologists have some of the most complicated Requirements, but they are all designed to unlock some of the issues. The Mechanists Civic will fulfill most of this out of the gate. Up to +32 Bonus, but the requirements might make it hard. The +15 from the Robots might be the easiest to get, but the two Communication based ones can be conflicting: The more people you know, the more likely you know someone that is better in Technology - especially as you will likely aid fellow materialists in their Science. The intention is probably they they even out to +0 with a potential for +5.

Totalitarian[edit]

Faction icons totalitarians icon
Totalitarian Factions desire strictly stratified societies led by a single strongman or an authoritative cabal. They dislike equal rights, and like slavery.
  • Guiding Ethics: Authoritarian.png Authoritarian
  • Requirement: Tech planetary unification.png Planetary Unification Technology or Encountered another Species
  • Supporter Requirements: Authoritarian.png Authoritarian
  • Attraction: 150 base. x1.25 if Leader is Ruler. x0.75 if no Leader. x0.25 if not Owner Species[1]
  • Leader: 100 Base
Issue Possibility Fulfillment Yes.png No.png
Royalism Imperial Authority Imperial Authority +5 0
Royalism Dictatorial Authroity Imperial Authority +5 -5
Royalism Oligarchic Authority Imperial Authority +5 -10
Royalism Democratic Authority Imperial Authority +5 -15
Stratified Society Always Either of the following:
  • Any pop under caste System or Caste System Limited
  • Both Pops with and without Full Citizenship
  • Any Pop under Full Slavery
  • Any Pop Being purged
+5 –10
Elitism Tech capacity boosters.png Capacity Boosters tech or Tech selected lineages.png Selected Lineages tech Technology Using the Polices for either Technology +3 –5
Regional Governance Any Sector besides Core Sector Every non-Core Sector has a leader +2 –5
Harmonious Empire Any Tradition Unlocked Any Harmony Tradition (including Adoption) +2 –5
Extranational Authority 3+ Communications Being a Overlord +5 0
TOTALITARIAN_UNDERLING Being Subject Being Subject 0 –10

Summary: Of the Authority Related Issues, only the Imperial can be fullfilled and appear at the same time. The other issues are there for penalty only and their bonus is only there for Information Purposes. Being Subject can never be unfullfilled in 1.6.0. With Imperial Authority, Slavery and Harmony as first pick, +12 is possible for the get go. Another +10 can be aquired during play, allowing Dictatrial Authrotiy without going under +10.

Traditionalist[edit]

Faction icons traditionalists icon
Traditionalist Factions desire a return to traditional values that may or may not have existed at some point before the Empire took to the stars. They like austerity and dislike certain technological advancements and non-spiritualist values.
  • Guiding Ethics: Spiritualist.png Spiritualist
  • Requirement: Encountered another species AND either:
    • Tech robotic workers.png Robotic Workers Technology
    • Surveyed Trait pc gaia preference.png Gaia World
    • Surveyed Trait pc nuked preference.png Tomb World
    • Tech subdermal stimulation.png Subdermal Stimulation Technology
    • The Ascension Perk Flesh is Weak and one Pop with Spiritualist.png Spiritualist Ethics
  • Supporter Requirements: Spiritualist.png Spiritualist. Not a Robot Pop.
  • Attraction: 150 Base. x1.25 if Ruler is Leader. x0.75 if no Leader.
  • Leader: 100 Base. x0 if buildable Robot (not Uploaded)
Issue Possibility Fulfillment Yes.png No.png
Life Organic / Empty Shells Tech robotic workers.png Robotic Workers Technology Having no Robot Pops 0 –10
No Synth Rights Tech synthetic workers.png Synthetics Technology Not Policy AI Full Rights 0 –20
Pious Polity / Secular State Always Government Type is from this list:
  • Theocratic Monarchy
  • Theocratic Dictarotship
  • Theocratic Oligarchy
  • Theocratic Republic
  • Celestial Empire
  • Divine Empire
  • Holy Tribunal
+5 –5
Unhallowed Ground Surveyed Trait pc nuked preference.png Tomb World No Colony on a Trait pc nuked preference.png Tomb World 0 –10
Peopling Paradise Surveyed Trait pc gaia preference.png Gaia World Colony on a Trait pc gaia preference.png Gaia World +5 0
Blessedly Unblissed Tech subdermal stimulation.png Subdermal Stimulation Technology No Pop under Chemical Bliss Living Standarts 0 –5
Psionic Pursuit Utopia DLC. Any Ascension Perk or Ascension Perk Slot unlocked Has Ascension Perk Mind over Matter +10 0
Flesh is Strong Having the Ascension Perk The Flesh is Weak Not Having completed the Special Project 'The Flesh is Weak' +3 –30
Homogeneity Always > 24% of Pops in your empire are normal Spiritualist.png Spiritualist +5 0
Embattled Minority Always > 9% of Pops are Spiritualist.png Spiritualist 0 –10
Shrouded Boon Positive Shroud outcome (Boom or Success) Positive Shroud outcome (Boom or Success) +5 0
Shrouded Blight Negative Shroud outcome (Curses or Fail) Negative Shroud outcome (Curses or Fail) 0 –5

Summary: The requirements might be surprisingly hard to fulfil and like Materialist, any Faction enabling requirements also unlocks issues. +10 can be done with just the Government and Population, but being non-Fanatic makes the pop part somewhat harder to maintain. +5 from Gaia World might be acquirable. In Utopia the shroud related features add a variance of +5 to +15, which would allow adding Enslaved Synths at -10.

If you (somehow) have Spiritualist Robot pops they are barred from this Faction and the Materialist Faction equally.

Xenoist[edit]

Faction icons xenoists icon
Xenoist Factions desire greater value be put on alien life and culture. They like Non-Aggression Pacts and a diverse population, among other things. They dislike Slavery and political isolation.
  • Guiding Ethics: Xenophile.png Xenophile
  • Requirement: Encountered another Species
  • Supporter Requirements: Xenophile.png Xenophile
  • Attraction: 150 Base. x1.25 if Leader is Ruler. x0.75 if no Leader. x2 if not Owner Species
  • Leader: 100 Base. x0.5 if Scientist. x2 if not Owner Species
Issue Possibility Fulfillment Yes.png No.png
Indirect Xenology Any relation is Primitive Type Native Interference policy is set to Passive Study +5 –10
No Alien Slaves Any Pop is not Owner Species No Non-owner pop is under Full Slavery (Caste variants Allowed) 0 –20
No Purge Policy Always Any non-Robot nonw Owner Speices Pop is under Purge Citizenship 0 –10
Multicultural Society 4+ Communications. 1+ non Owner Species Pop 4+ Species in Empire +5 0
All Refugees Welcome Communication with 1+ Default Empire Refugees Allowed Policy Flag +3 –5
Enclaves Incorporated Contact with any Enclave Country Enclave Station within Borders +5 0
Recent Uplift Tech epigenetic triggers.png Epigenetic Triggers Technology Have uplifted a species in the last 20 years +10 0
Recent Enlightenment Having 1+ Observation Station recent_enlightenment_timed country flag +10 0
Diplomatic Traditions Any Tradition Unlocked Any Diplomacy Tradition (including Adoption) +3 0
Pre-Sentient Survival Policy Flag pre_sentients_allow or pre_sentients_purge Policy Flag pre_sentients_allow 0 –5
Landgrab Objections encountered_first_primitive country flag not recent_primitive_invasion country flag 0 –15
Federated 4+ Communications Being in Federation +10 0
XENOIST_RECENT_COMMS Any Default, Fallen or Awakened Fallen empires does not have communicaitons recent_comms_timed country flag +5 0

Summary: This faction can not be happy without having alien Empires contacted and even reaching +10 is hard early game. While lacking Diplomacy Tradition is not penaised, it allows +13 and can be a important early factor. Various timed Flags can amount to +20, but at least one Primitive should be left unenlightened.

References[edit]

  1. 1.0 1.1 1.2 Comment says "Should really check for citizenship instead". Might be subject to change
Game concepts
Governance EmpireGovernment typesPoliciesEdictsLeaderFactionsPopulation
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesSpaceborne aliens
Colonization ColonizationCelestial bodyEconomyBuildingsTechnologyConstructionSpaceportFleet
Diplomacy DiplomacyTradeSubject empireAlliances and federationsAI personalities
Warfare WarfareSpace warfareLand warfareOrbital bombardmentMilitary stationShip designer
Others EthosTraitsTerraformingGenetic modificationSlaveryCrisisPreset empiresEaster eggs