Stellaris, and communities surrounding it, has its own jargon, including slang terms and acronyms.
Here are some of the common acronyms in the game and in discussions surrounding it:
- After action report - a player's recounting of their Stellaris game. For more detail, see the AAR section.
- Artificial intelligence - What controls all nations that are not being played by humans.
- Crash To Desktop - Frequently used in patch notes.
- Downloadable content - A package made available by Paradox that adds more game mechanics, music, and other features to the game. Compare with mod.
- Damage per second - A characteristic of weapons.
- Declaration of war; can be used as a verb ("I'm going to DOW you, Blorg!")
- Fallen Empire - Large and extremely powerful empires that have become old and stagnant.
- Fog of War - Prevents nations from seeing parts of the map they do not either border, or have an army or navy adjacent to.
- Faster Than Light - Faster Than Light travel across the galaxy.
- Galaxy conquest - Taking over every inhabitable system in the galaxy; often a goal for players.
- Galaxia incognita - Parts of the galaxy that an empire has no knowledge of.
- Game-master - A leader or organizer of a multiplayer game.
- Mean time to happen, the metric used to measure how long, on average, it takes for an event to trigger.
- Non-Player Empire - Any empire not under control of a player.
- Out of Sync - A notorious desynchronisation error that occurs in multiplayer, requires the game to be loaded again.
- Overpowered or, on the forums, the original poster of a thread.
- One planet minor - An independent empire with just one inhabited planet.
- Personal computer.
- Random number generator - a mathematical subsystem that generates a random number. Used to determine chances for events, battle results, and other game features that use randomization of results to any degree.
- Rest of the galaxy.
- Works/working as designed; this acronym means that the thing in question is wrongly considered a bug and is actually intentional.
Here are some of the common slang terms in the game and in discussions surrounding it:
- Blob: A large empire that tends to get larger over time unless checked. Named after how such large empires' expansions can leave them with irregular borders, resembling blobs of paint.
- Diploannex: Short for diplomatic annexation; a way to peacefully incorporate a vassal state.
- Doomstack: An extremely large enemy force; the AI can reserves large mobile stacks to seek out and engage enemy forces.
- Feeding: Short for vassal feeding, which happens when you give a vassal territory either through trade or peace negotiations.
- Mod: A software package that modifies the game, written by the player community. Compare with DLC.
- Nuke: The use of an exploit. ("My nuke for this playthrough is the mission exploit.")
- Pip: Counters that describe the properties of units in warfare, and military leaders' skills.
- Savescumming: Reloading earlier saves when something goes wrong in order to set things right. Often considered a negative trait; impossible to do if Ironman is activated.
- Shell: Short for vassal shelling. Which involves surrounding an empire with an outer shell of vassals.
- Snake: An elongated and sinuously shaped empire, usually only one system wide.
- Stack: A group of ships.
- Vassal Swarm: Often refers to the massive amount of ships produced by a nation's vassals.
- Vulture: Another word for Scavenging.
- Wardec: The act of declaring war / being declared war upon.
- Warmonger: Describes players (rarely AI-controlled countries) that constantly declare wars, sometimes even several at once, for the sole purpose of conquering even more systems. These empires are rarely at peace.
- Whack-a-mole: Dealing with constant rebellions.
After Action Reports (AARs) are threads posted to the Stellaris AAR-forums or a personal web site or blog written by players about their ongoing games. They can be written from the game player's personal point of view (gameplay AAR), or can be written from a fictitious narrative perspective (narrative AAR), like a serialized novel. Some writers also blend the two elements, going from a metagame discussion to a fictitious narrative set in their game's alternate history world.
Players can include screen shots from their games, maps, period art, and other elements to add depth to their reports.
A lot of the games scripfiles make specific checks. It would be highly ineffective to name them every time.
|Country||A "country" is a gameplay Entity. It shows the Clausewitz engines heritage in paradox previous historical games. Countries can come in many types and shapes, but the most visible ones will be the Player, AI and Fallen Empires and thier borders.|
|Country Type||The most common used (and checked for) value is "default". This describes any normal Player or AI empire. However there are numerous other types: Fallen Empire, Awakened Fallen Empire, Primitives, Crissis, Enclave, Leviathans. The checks for default are there to not include any of those in considerations.|
|Capital World||The current or original Capital of a Country. The starting planet is every Empires Capital World, but it can be moved. The Capital World and its System can never be in a Sector. The Capital can be changed at any time, given enough influence. A new one will be chosen if the current one is lost.|
|Encountered another Speces||has_encountered_other_species = yes is very common check in the Faction system. It is true if one has at least one Communication or one Xeno Pop. Apparently the "at least one Communication" rule is true if one has at least special projects to analyse spaceborne aliens.|
|Primary Species||As the name indicates, the Primary species of the Empire. Usually this is the founding species of the Empire. In certain cases, the Primary Species can change - mostly if all pops of that species "died out" due to Genetic Engineering or similar things.|
|Xeno||A pop not of the Primary species, but (often) within ones Empire. Checks have to explicitly exclude Robot Pops and most do that properly. Subspecies are implicitly not considered Xenos.|
|Subspecies||This species has usually been created by intentional Genetic Engineering or similar things. They are NOT considered Xeno and checks for Xeno will exclude them. They should operate under the Full rights of thier parrent species.|
|Non-Sentient||This category includes Pre-Sentient Pops as well as the first two types of Robots.|
|Robot Pop||This Population unit is a Robot. This should include all 3 types of Robots as well as people that have undergone the Technological Ascension and were formally organic.|
|Flag||Generally information can not travel between scriptfiles or even seperate scripts. Flags are there to circumvent it. Flags can be on Galaxy, Country, System, Planet or Pop scope at least. Mostly they are permanent (to indicate a certain thing has started), but a few timed ones have been added with 1.5.|
|Relation||A specific class of Countries. This might be the widest group, as it includes even Pre-FTL countries.|
|Neighbor||A specific class of Countries that are nearby. The borders meeting is not strictly nessesary, but the exact distance treshold is unknown.|
|Communication||This should count how many Empires one can communicate with. That means it should include anything in the Empire list, short of Primitives. However in practice it seems to include the special projects associated with translating a species language - or learning of a spaceborn entity.|