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Intended for a grand roleplaying, top to down, down to top stories. You can try fit your universe with Stellaris. This one is intended for non-SOTA models.
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The whole knowledge and lore of Stellaris
Stellaris
476 entries · scan depth 10 · budget 1,024 tokens · recursive
- #1Explorationselective
Keys: Exploration · Secondary: space
Exploration is crucial for any spacefaring empire, as empires start only knowing their home system. Early exploration, using science ships to survey other systems, helps empires expand rapidly. However, exploring can bring both opportunities and risks through events and anomalies. The Discovery tree emphasizes exploration.
- #2System exploration
Keys: System exploration
All systems outside an empire's home system start unexplored. Systems are explored when within sensor range or visited by a science ship, or if owned by another empire with low intel. Fleets or science ships with assigned leaders can enter unexplored systems. Surveying explored systems with a scientist-led science ship is required to build starbases and claim them. Systems acquired from other empires are automatically surveyed.
- #3Science shipsselective
Keys: Science ships, science vessel, Science ship
Science ships are essential for exploration and research. They require a scientist leader to survey systems, explore hyperlanes, or research special projects. Built at starbase shipyards for 100 alloys, they automatically upgrade their components as technology advances. Science ships default to evasive stance to avoid hostiles but can switch to passive stance to continue orders despite danger. Key actions include surveying celestial bodies, investigating anomalies, assisting cloaking detection, and gathering intel. Cloaking technology allows science ships to operate inside other empires' borders undetected.
- #4Surveyingselective
Keys: survey, surveying · Secondary: new system, system, planet, new planet
Surveying reveals details about celestial bodies. Each initial survey has a 5% chance to reveal an anomaly, increasing by 0.5% with each non-anomalous survey. Anomalies cannot be found by other empires after the first survey, but a 1.25% chance exists for uncovering archaeological sites. Surveying may also reveal resources, terraforming candidates, or primitive species. It takes 20 days to survey a celestial body, and science ships can survey whole systems or multiple systems in sequence. Regular empire-owned systems can't be surveyed by others, but Fallen Empire and Marauder systems can be. Unowned systems must be resurveyed if ownership changes.
- #5Situation logselective
Keys: situation log · Secondary: screen
Situation log helps track special projects, anomalies, and event chains encountered during exploration. It highlights updates with an orange glow. Most projects involve celestial bodies and require a scientist on a science ship, while others may need different ships like military or construction vessels. Some projects are timed and disappear if not completed, while others remain available until resolved.
- #6First contactselective
Keys: First contact · Secondary: alien empire, alien
First contact occurs when encountering alien ships or starbases, leading to a multi-stage process. An envoy must be assigned to advance through each stage, with breakthroughs or insights increasing progress. First contact involves gaining knowledge about the alien species and may offer options like seizing ships or abducting specimens based on contact protocols. Completing first contact grants influence and can trigger diplomatic options, from peaceful relations to aggressive actions, depending on your empire's approach. Some interactions provide bonuses based on government types, ethics, and species authority.
- #7Galaxy Mapselective
Keys: galaxy map
The galaxy map's layout is shaped by clusters of star systems connected by hyperlanes and choke points. Choke points, which are never home systems, play a key role in controlling expansion but don't block growth. Systems at the galaxy's edge are always isolated with one hyperlane connection. The number of choke points is influenced by hyperlane density.
- #8Nebulaeselective
Keys: Nebulae
Nebulae, visible on the galaxy map, contain fewer habitable planets but offer a 50% higher chance of finding strategic resources. Starbases within nebulae can build Nebula Refineries. Nebulae block sensor coverage from outside, requiring ships or starbases within for visibility. Some nebula systems may be ionized, disabling shields, slowing ships, but increasing evasion. Ships with cloaking devices gain +3 Cloaking Strength inside nebulae.
- #9Cosmic Stormsselective
Keys: Cosmic Storms
Cosmic storms can appear after 10 years, visible on both galaxy and system maps. They block sensor coverage from other systems, requiring ships or starbases for visibility. Their negative effects on planets can be mitigated by constructing Storm Relief Centers, which also provide resources. Cosmic storms increase the output of astrometeorologist jobs and can be spawned by science ships or events. Each storm moves through systems, affecting them along the way, and their size scales with the galaxy size. The Weather Forecast map mode highlights affected systems and predicts future storms with advanced technology. When storms end, they can grant planet modifiers, anomalies, and new archaeological sites. There's a 10% chance for the empire to gain Physics Research and a special project upon storm entry, leading to resources and technology rewards. There are eight types of cosmic storms, with Shroud Storms being rarer unless an empire breaches the Shroud.
- #10Electric Stormselective
Keys: Electric Storm
Electric Storms are intense natural events marked by severe lightning and thunder. Resource Output Boosts increase job-related resource production by 25%, enhancing efficiency. A Sublight Speed Multiplier doubles ship travel speed within star systems. Shields can be strengthened by 20% to absorb more damage monthly, but they may also be prevented from regenerating, necessitating careful combat strategies. Energy Output can increase by 10%, 20%, or 30%, improving overall energy efficiency, while a reduction in Planetary Build Speed allows for faster construction of planetary developments. Electrified Oceans and Lightning Struck Ruins highlight regions with high electrical activity and historical significance, respectively. Planetary Scars are notable geological features resulting from catastrophic events.
- #11Gravity Stormselective
Keys: Gravity Storm
Gravity Storms are intense natural events characterized by fluctuating gravitational forces that can impact structures and environments. Enforcer, Entertainer, and Administrator outputs can each be boosted by 50%, improving their effectiveness in maintaining order, providing entertainment, and optimizing governance. Individualists face an extra upkeep of 1 consumer good, while Gestalt consciousness entities incur an additional energy upkeep of 1 unit. Ship damage is reduced by 2.5% based on size, affecting combat performance. Unity production from jobs can increase by 20%, 40%, or 60%, enhancing societal cohesion. However, construction and district costs can rise by 25%, 40%, or 100%, affecting resource allocation. Avian Reserves protect bird species, while Compacted Plains are ideal for agriculture. Gravitational Caves are unique cave systems formed by gravity, and a Mountain in the Sky is a notable elevated landform. Pulverized Monuments are historical ruins that have suffered significant damage. Energy Credits valued between 350 and 10,000.
- #12Magnetic Stormselective
Keys: Magnetic Storm
A Magnetic Storm is a significant natural event characterized by severe magnetic disturbances that affect various aspects of resource management and construction. During such storms, Metallurgist upkeep is reduced by 200%, making their maintenance more efficient, while the upkeep for space stations increases by 100%. Both planetary and ship building speeds are slowed by 50%, hindering construction efforts, and ship upkeep also rises by 100%, leading to higher operational costs. Additionally, Metallurgist upkeep can fluctuate with reductions of 10%, 20%, or 30%, and planetary build speeds can be reduced by 5%, 10%, or 20%, depending on specific conditions. Magnetized Ore refers to mineral deposits influenced by magnetic forces, while Skybound Plateaus are elevated landforms that exist above the surrounding terrain. A Storm-Forged Foundry is a facility designed to utilize the unique conditions of magnetic storms for metalworking, producing alloys ranging from 250 to 5,000 units, which are crucial for construction and manufacturing.
- #13Particle Stormselective
Keys: Particle Storm
A Particle Storm is a powerful natural event that significantly affects space operations and resource management. Ships with 20% or less hull integrity gain +2 Unity each, but face a 60% increased risk of Emergency FTL damage and a 20% rise in upkeep costs. While above 20% hull integrity, ships suffer +20 monthly damage, and shield, hull, and armor regeneration are disabled. Additionally, the storm generates volatile motes at rates of 0.02, 0.04, or 0.06 per population, but it slows mechanical population assembly speed by 40%, 50%, or 60%. It also reduces mineral output from jobs by 10%, 20%, or 30%. Storm-Ruined Suburbs refer to areas heavily damaged by storm impacts, while The Big One is a significant and disruptive storm event. Unstable Planes are regions characterized by volatile geological activity. Energy resources fluctuate between 350 and 10,000 units, impacting overall energy management.
- #14Radiant Stormselective
Keys: Radiant Storm
A Radiant Storm is a natural phenomenon that significantly enhances the output of mining and research stations by 200%, boosting resource extraction and scientific exploration. However, it disables cloaking technology, making hidden operations impossible. Defense army damage increases by 20%, 30%, or 40%, improving combat effectiveness during the storm. Conversely, population growth speed is reduced by 40%, 50%, or 60%, hindering demographic expansion. Additionally, the usage of amenities by the population rises by 10%, 20%, or 30%, placing greater demands on resources. The Degraded Ozone Layer results from atmospheric damage, while the Glowing Desert is characterized by luminescent flora and fauna due to radiation exposure. Radiated Highlands are elevated areas with heightened radiation levels. Energy resources fluctuate between 350 and 10,000 units, affecting overall energy management.
- #15Stardust Stormselective
Keys: Stardust Storm
A Stardust Storm is a powerful natural event that significantly enhances resource production, increasing the output of strategic resource gatherers, farmers, miners, and technicians by 100%. However, it raises upkeep costs for Enforcers, Entertainers, and Administrators by 50%. The storm lowers intelligence capabilities and allows for crossing closed borders, though it reduces sublight travel speed by 50%. Cloaking strength increases by 10, providing better stealth options. Additionally, the storm generates rare crystals at rates of 0.02, 0.04, or 0.06 per population but increases crime rates by 10%, 20%, or 30%. Food production from jobs decreases by 10%, 20%, or 30%, affecting sustenance availability. Crystalline Quills are unique resources produced during the storm, while Historic Sedimentation refers to geological deposits formed over time. Stardust Dunes are expansive sandy areas enriched with stardust. Minerals available fluctuate between 350 and 10,000 units, impacting resource management.
- #16Shroud Stormselective
Keys: Shroud Storm
A Shroud Storm is a significant cosmic event that enhances telepath output by 50% but reduces stability by 20%. During the storm, stars can change their classification, and uncolonized habitable planets undergo terraforming. Uninhabitable planets are transformed into one of several types: Broken Worlds with a 1-5 alloys deposit, Shattered Worlds with a 1-5 minerals deposit, Shrouded Worlds with a 1-5 Zro deposit, or Nanite Worlds with a 1 nanite deposit. If a Psionics Empire has not breached the Shroud, their ships gain a 10% evasion bonus; if they have breached it, the evasion increases to 20%, along with a 30% increase in ship weapons damage. Psionic worker populations also see resource output boosts of 25%, 50%, or 75%, but non-psionic happiness may decrease by 5%, 10%, or 15%. The Entity of the Lake, Fields of Zro, and Ghostly Canyon are notable features associated with the storm, while Shroud Parasites represent potential threats that may arise during this event. Zro resources range from 250 to 5,000 units, impacting overall resource management.
- #17Nexus Stormselective
Keys: Nexus Storm
Rarity: 20 times less likely to spawn than other storms; can only occur after the mid-game year. Devastation: Inflicts +1 monthly devastation to planets. Emergency FTL Damage Risk: Increases risk by +100%. Regeneration: Disables health, hull, armor, and shield regeneration. Ship Damage: Causes 60 monthly damage to ships with over 20% health. Aftermath Effects: When the storm passes, planets receive one of the aftermath effects of other cosmic storms at maximum severity. Special Project Reward: Completing the project grants combined resources: Energy: 350 to 10,000 Minerals: 350 to 10,000 Alloys: 250 to 5,000 Zro: 250 to 5,000.
- #18FTL
Keys: Faster-than-light, FTL, FTL travel · Secondary:
Faster-than-light (FTL) travel enables ships to navigate the vast distances between star systems, using improved FTL drives that allow for instantaneous jumps. Fleets can initiate FTL travel when any ship reaches a hyperlane jump point, and hyperlanes serve as safe routes connecting systems, varying in density and affecting chokepoints. Initially, hyperlanes must be discovered using sensors, with uncharted ones appearing pale gray and explored ones light blue. Within a star system, ships travel at sublight speeds until reaching a hyperlane entry point, taking 15 days to charge their FTL drive, though advanced drives can speed this up. FTL inhibitors can be added to upgraded starbases, limiting hostile fleets' exit options. Hyper Relays allow ships to jump between adjacent systems quickly, avoiding slower travel, while direct FTL methods like Tactical Jumps enable quick travel to designated systems, though they come with recharge penalties. Ships may go missing in action (MIA) under various circumstances but will eventually return to a starbase. Bypasses such as wormholes and gateways provide instant travel, requiring research to use; wormholes link pairs of systems while gateways connect to any activated gateway. L-Gates are special gateways leading to the L-Cluster and can only be opened through specific projects. Lastly, repairing gateways may reveal the legendary figure Skrand Sharpbeak under certain conditions. Overall, FTL travel encompasses various technologies that facilitate exploration and expansion across the galaxy.
- #19Hyperlanesselective
Keys: hyperlane, hyperlanes
Hyperlanes are safe routes connecting star systems across interstellar space. A star system may belong to a cluster with high connectivity or a chokepoint essential for accessing other systems. The hyperlane network is initially hidden and must be discovered through ship, starbase, and planetary sensors, with detection ranges typically twice that of regular sensors. Hyperlanes are color-coded on the galaxy map: pale gray for unexplored systems and light blue for explored ones, turning red if owned by an empire with closed borders. Distances are generally measured by hyperlane connections, except for Tactical Jumps and Quantum Catapults, which use direct distance measurements.
- #20FTL driveselective
Keys: FTL drives, FTL drive
FTL drive is an optional subsystem essential for inter-system travel. Jump drives enable direct jumps within a specified range, marked by a yellow dotted circle. To initiate a jump, select the fleet, click "Initiate Jump," and left-click the target. After a jump, the fleet requires 200 days to recharge, during which it experiences a −50% reduction in sublight speed and weapons damage.
- #21Subspace Driveselective
Keys: Subspace Drive · Secondary: traveling, travel
Subspace Drive is an early type of FTL drive that creates microtears in spacetime, allowing vessels to jump to nearby systems. The process becomes incredibly unstable if longer jumps are attempted.
- #22Hyper Driveselective
Keys: Hyper Drive I, Hyper Drive II, Hyper Drive III
Is a type of FTL drive. Ships equipped with Hyper Drives travel swiftly between the edges of star systems along interstellar hyperlanes.
- #23Jump Driveselective
Keys: Jump Drive
Jump Drive Is a type of FTL drive that tears ship-sized holes in the very fabric of reality, allowing for near-instantaneous movement between systems. The nature of the space the ship passes through on this journey is still poorly understood.
- #24Psi Jump Driveselective
Keys: Psi Jump Drive
Is a type of FTL drive. Psi Jump Drive harnesses the psionic potential of the ship's crew to warp the local space-time continuum, eliminating the distance between the point of origin and the destination. Supposedly.
- #25Sublight thrustersselective
Keys: Sublight thrusters, Sublight thruster · Secondary: traveling, travel
The sublight thrusters determine how fast the ship maneuvers within a star system and increase its Evasion.
- #26Chemical Thrustersselective
Keys: Chemical Thrusters · Secondary: traveling, travel
Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.
- #27Ion Thrustersselective
Keys: Ion Thrusters · Secondary: traveling, travel
These electric thrusters use beams of ions to generate thrust without the need for propellant.
- #28Plasma Thrustersselective
Keys: Plasma Thrusters · Secondary: traveling, travel
An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
- #29Impulse Thrustersselective
Keys: Impulse Thrusters · Secondary: traveling, travel
These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.
- #30Dark Matter Thrustersselective
Keys: Dark Matter Thruster, Dark Matter Thrusters · Secondary: traveling, travel
These ship thrusters utilize Dark Matter technology to generate propulsion in a manner that appears to defy numerous laws of physics.
- #31Hyperlane travelselective
Keys: hyperlane, Hyperlane travel
Ships equipped with an FTL drive can travel along hyperlanes. They move at sublight speed within a star system until reaching a hyperlane entry point (marked by an arrow). Once at the entry point, a ship takes 15 days to charge its hyperdrive before traveling to the connected system. Advanced FTL drives can reduce this windup time. Jump Drives and Psi Jump Drives also enable Tactical Jumps but researching these technologies may accelerate the endgame crisis by 25 years. Empires with certain civic traits, like Eager Explorers, do not start with hyperspace travel and rely on Subspace Drives for tactical jumps until they research hyperspace technology.
- #32FTL Inhibitorsselective
Keys: FTL Inhibitors, FTL inhibitor
FTL Inhibitors are installed in upgraded starbases and Fortress buildings once the FTL Inhibition technology is researched. Hostile fleets can only exit a system with an FTL inhibitor through the same hyperlane they entered; those that arrived via jumping, catapulting, or bypass cannot leave at all. Capturing or disabling a starbase allows the inhibitors to take effect. Fortress FTL inhibitors can be activated by occupying the colony or inflicting at least 50% devastation on it. A system with multiple colonies, each equipped with a Fortress and Planetary Shield Generator, can effectively block hostile fleets from passing through strategic chokepoints.
- #33Hyper Relaysselective
Keys: Hyper Relays
Hyper Relays can be built after researching the Hyper Relays technology, allowing ships to jump to adjacent systems and bypass sublight travel. Construction takes one year and costs 25 influence, 500 alloys, and 100 rare crystals. Active links appear as thicker hyperlanes on the galaxy map, while inactive ones are marked in yellow due to closed borders, war, or ruined relays. Ruined Hyper Relays can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking six months. Dismantling costs 500 energy and takes one year, with empires having the Scavengers civic gaining additional resources from dismantling. Hyper Relays can provide extra benefits through Edicts and subject specializations, requiring connections to the empire's capital. It's best to place relays near wormholes or gateways for efficient travel, as they do not connect through them. The Yuhtaan system has a ruined Hyper Relay.
- #34Direct FTL travelselective
Keys: Direct FTL travel
While hyperlane travel is the main way to navigate the galaxy, there are several direct travel options that allow for faster travel and bypassing obstacles like hostile creatures or closed borders
- #35Experimental Subspace Navigationselective
Keys: Experimental Subspace Navigation
Requires the Speculative Hyperlane Breaching technology and a scientist on a science ship. The ship goes missing and eventually reappears at its destination.
- #36Tactical Jumpsselective
Keys: Tactical Jump, Tactical Jumps
Tactical Jumps: Fleets need a Jump Drive, Psi Jump Drive, or Subspace Drive to jump to any system within a specified range (marked by a yellow dashed circle). After a jump, fleets take 200 days to recharge, suffering a −50% penalty to sublight speed and weapon damage during this time.
- #37Overlord Catapultingselective
Keys: Overlord Catapulting
This method requires the Quantum Catapult technology and megastructure, allowing fleets to travel the greatest distance directly. Fleets receive a +33% fire rate for four months but may arrive in a nearby system instead of the intended target. If they arrive in a system with closed borders, they go missing.
- #38Astral Jumpselective
Keys: Astral Jump
Astral Jump requires the Folding Hyperspace action and 500 Astral Threads, enabling fleets to instantly travel to any owned system with a cooldown of 900 days.
- #39Rolling Subspace Tidesselective
Keys: Rolling Subspace Tides
Certain areas, like the L-Cluster, galactic core, and the Corrupted Avatar guardian system, cannot be accessed via direct travel methods due to rolling subspace tides, which only permit conventional travel. However, direct FTL travel is allowed to exit these systems. The subspace tide around the Corrupted Avatar system recedes after the system has been entered at least once through its wormhole.
- #40MIA (Missing-in-Action)selective
Keys: Missing-in-Action, MIA · Secondary: status, statuses
MIA refers to ships or fleets temporarily removed from the galaxy. They return to an owned starbase after a duration influenced by hyperlane distance. Fleets can be ordered to go MIA if they are stuck, and fleets that are defeated in battle or located in systems with closed borders also become MIA. Certain events may cause fleets to go MIA, and reinforcements may also go MIA while trying to reach their main fleet, depending on the distance from the shipyard.
- #41Bypassesselective
Keys: Bypasses, bypass · Secondary: traveling, travel
Bypasses are alternative methods to hyperlane travel, including wormholes and gateways, allowing for instantaneous travel once researched.
- #42Wormholesselective
Keys: wormhole, Wormholes · Secondary:
Wormholes are natural formations that connect two systems regardless of distance. To use a wormhole, a ship must explore it, typically requiring Wormhole Stabilization technology. Each wormhole pair must be activated by individual empires. There is one unique wormhole connects to a unique trinary system with a guarded Gaia world.
- #43Shroud Tunnelsselective
Keys: Shroud Tunnels, shroud tunnel
Shroud Tunnels are special wormholes built via a Shroud Beacon by certain empires, allowing travel to the Shroud-Touched Coven system. Each use of a Shroud Tunnel has various possible outcomes, including leader enhancements or potential attacks from a guardian.
- #44Gatewaysselective
Keys: Gateways, gateway · Secondary:
Abandoned structures that can be repaired with Gateway Activation technology, allowing travel between gateways instantly. Building a new gateway requires significant resources and time. Dismantling a gateway costs energy and time.
- #45Dimensional Lockselective
Keys: Dimensional Lock
Dimensional Lock are bypasses that can be locked to prevent enemy access using specific actions or relics, restricting travel for a set period.
- #46Celestial Bodiesselective
Keys: Celestial Bodies, Celestial Body
Celestial bodies are physical entities in space, including planets, moons, asteroids, and more.
- #47Moonsselective
Keys: Moon, Moons
Orbiting the planets or planet, can have unique characteristics and resources.
- #48Habitabilityselective
Keys: Habitability
Habitability measures how well a species can live on a planet, determined by the compatibility of the planet's climate with the species' preferences. Most species favor one of three primary habitable climate types: dry, frozen, or wet, though some may have more exotic preferences. There are nine regular habitable world types, with specific habitability percentages for each: Gaia Worlds, Ecumenopolises, and Ring Worlds offer 100% habitability for all species, while Tomb Worlds, Machine Worlds, and Hive Worlds typically provide 0% and require specific traits for survival. Habitability impacts population upkeep, amenities usage, job output, and growth speed, with lower habitability triggering various events. Settling a planet below 70% habitability prompts a confirmation message. Habitability can be improved through terraforming, modifying species climate preferences, acquiring alien species, or researching relevant technologies. Visual indicators on the galaxy map show planet colonizability, with colors ranging from green for highly habitable worlds to red for those that are unsuitable. Additionally, planets with anomalies or primitive civilizations cannot be colonized.
- #49Types of Resourcesselective
Keys: resources we used, resources we found, Types of Resources
Minerals, energy credits, and exotic resources found on different celestial bodies.
- #50Planet sizeselective
Keys: Planet size
Planet size affects both the visual appearance and the maximum number of districts it can support if habitable. Habitable planets range from 12 to 25 in size, moons from 10 to 15, and homeworlds from 18 to 21, unless specified by the empire's origin.
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