{"site":"StellarisDB","url":"https://stellarisdb.com","game":"Stellaris Cygnus v4.5.2 (9776)","steamBuild":"25664273","read":"2026-10-23","terms":"Free to use with a link to https://stellarisdb.com. Unofficial fan reference. Not affiliated with, endorsed or sponsored by Paradox Interactive. Stellaris is a trademark of Paradox Interactive AB; game data and art belong to it.","dataset":"Stellaris encyclopedia (game concepts)","source":["common/game_concepts","common/game_concept_categories","common/scripted_loc","localisation/english"],"records":[{"key":"concept_advanced_empires","name":"Advanced AI Empires","url":"https://stellarisdb.com/concepts/advanced-empires","category":null,"aliases":["concept_advanced_empire"],"text":"Advanced AI Empires start with an initial advantage in resources, technology and population. They do not gain any additional bonuses besides a stronger starting position.","links":[]},{"key":"concept_ascension_perks","name":"Ascension Perks","url":"https://stellarisdb.com/concepts/ascension-perks","category":"Empire","aliases":["concept_ascension_perk"],"text":"Ascension Perks grant powerful, empire-wide benefits that can shape the course of a civilization's development, opening paths to greater strength, resilience, or transcendence.\n\nThey are chosen and managed within the Traditions tab of the  Society Management View.","links":["https://stellarisdb.com/concepts/society-management"]},{"key":"concept_astral_rift","name":"Astral Rift","url":"https://stellarisdb.com/concepts/astral-rift","category":null,"aliases":["concept_astral_rifts"],"text":"Astral Rifts are extraordinary tears in time and space that leak material between dimensions. They can be explored by crewed  Science Ships after researching the  Rift Sphere technology.","links":["https://stellarisdb.com/concepts/science-ship"]},{"key":"concept_awakened_empires","name":"Awakened Empires","url":"https://stellarisdb.com/concepts/awakened-empires","category":null,"aliases":["concept_awakened_empire","concept_fallen_empire_awakening","concept_awaken"],"text":"Awakened Empires are Fallen Empires that have risen from their centuries-long stagnation and now reach out to grasp the galaxy once more. They are dangerous neighbors, likely to treat less advanced empires as puppets or targets of conquest.","links":["https://stellarisdb.com/concepts/fallen-empires"]},{"key":"concept_alloys","name":"Alloys","url":"https://stellarisdb.com/concepts/alloys","category":"Resource","aliases":[],"text":"Alloys are advanced resources with significant military applications.\n\nAmong other things, they are used to construct Utility Ships, Military Ships, Starbases, and Megastructures.\n\nTo increase:\n- Build  Mixed Industry or  Heavy Industry\n- Build  Alloy Foundries\n- Buy on the  Market","links":["https://stellarisdb.com/concepts/civilian-ship","https://stellarisdb.com/concepts/military-ship","https://stellarisdb.com/concepts/starbase","https://stellarisdb.com/concepts/megastructure","https://stellarisdb.com/concepts/market"]},{"key":"concept_building","name":"Building","url":"https://stellarisdb.com/concepts/building","category":"Colony","aliases":["concept_buildings"],"text":"Buildings specialize the output of  Colonies. Examples include Alloy Foundries and Research Labs.\n\nAn available Building Slot is required to construct a Building, which may require selecting a  District Specialization.\n\nTo increase:\n- Build more Buildings in the  Colony View","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/district-specialization","https://stellarisdb.com/concepts/colony-view"]},{"key":"concept_civilian_space_station","name":"Civilian Space Station","url":"https://stellarisdb.com/concepts/civilian-space-station","category":"Empire","aliases":["concept_civilian_space_stations"],"text":"Mining Stations and  Research Stations are orbital installations constructed around celestial bodies to extract resources or conduct scientific research. Mining Station harvest  Minerals,  Energy Credits, and other strategic materials, while Research Station generate  Research to advance scientific progress.\n\nThese stations are vital for economic expansion and technological development, requiring construction via a  Construction Ship.","links":["https://stellarisdb.com/concepts/minerals","https://stellarisdb.com/concepts/energy","https://stellarisdb.com/concepts/research","https://stellarisdb.com/concepts/construction-ship"]},{"key":"concept_colony","name":"Colony","url":"https://stellarisdb.com/concepts/colony","category":"Colony","aliases":["concept_colonies"],"text":"A  Colony is anywhere  Pops live and work in  Districts,  District Specializations, and  Buildings.\n\nExamples include the starting homeworld,  Planets colonized by  Colony Ships, or constructed Habitats.\n\nColonies are managed in the  Colony View.","links":["https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/district","https://stellarisdb.com/concepts/district-specialization","https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/planet","https://stellarisdb.com/concepts/colony-ship","https://stellarisdb.com/concepts/habitat","https://stellarisdb.com/concepts/colony-view"]},{"key":"concept_construction_ship","name":"Construction Ship","url":"https://stellarisdb.com/concepts/construction-ship","category":"Development","aliases":["concept_construction_ships"],"text":"A  Construction Ship allows for the assembly of various space stations.\n\nUse:\n- Build Outposts in unowned  Systems to expand the borders of an Empire\n- Build  Mining Stations and  Research Stations around surveyed  Planets and  Stars\n- Build Megastructures\n- Research certain Special Projects\n\nTo increase:\n- Build Construction Ships in a Shipyard","links":["https://stellarisdb.com/concepts/outpost","https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/empire","https://stellarisdb.com/concepts/mining-station","https://stellarisdb.com/concepts/research-station","https://stellarisdb.com/concepts/planet","https://stellarisdb.com/concepts/star","https://stellarisdb.com/concepts/megastructure","https://stellarisdb.com/concepts/special-project","https://stellarisdb.com/concepts/shipyard"]},{"key":"concept_science_ship","name":"Science Ship","url":"https://stellarisdb.com/concepts/science-ship","category":"Exploration","aliases":["concept_science_ships"],"text":"Science Ships are specialized vessels designed for exploration, survey, and research operations. Manned by a  Scientist, they can survey uncharted systems, analyze  Anomalies, and investigate  Archaeology Sites.\n\nThese vessels are automatically outfitted with the most advanced available Components and are essential for early expansion and discovery.\n\nScience Ships can also be used to explore galactic phenomenon such as Wormholes, research ship Debris, or to aid in Special Projects requiring detailed analysis.","links":["https://stellarisdb.com/concepts/scientist","https://stellarisdb.com/concepts/anomaly","https://stellarisdb.com/concepts/archaeology-site","https://stellarisdb.com/concepts/component","https://stellarisdb.com/concepts/wormholes","https://stellarisdb.com/concepts/debris","https://stellarisdb.com/concepts/special-project"]},{"key":"concept_biomass","name":"Biomass","url":"https://stellarisdb.com/concepts/biomass","category":null,"aliases":[],"text":"Biomass is the raw organic potential generated by biological activity across the worlds of Owned Systems.\n\nIt is used for constructing planetary  Buildings and Terraforming new Colonies.\n\nTo increase:\n- Grow more  Pops\n- Build  Cradle of Rebirth","links":["https://stellarisdb.com/concepts/owned-system","https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/terraforming","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/pop"]},{"key":"concept_consumer_goods","name":"Consumer Goods","url":"https://stellarisdb.com/concepts/consumer-goods","category":"Resource","aliases":[],"text":"Consumer Goods are an advanced resource that include the various gadgets, luxuries, and equipment necessary to give  Pops a good life.\n\nSome  Jobs require these to be performed, such as  Researcher or  Priest.\n\nTo increase:\n- Build  Mixed Industry or  Civilian Industry\n- Build  Civilian Industries\n- Buy on the  Market","links":["https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/researcher","https://stellarisdb.com/concepts/priest","https://stellarisdb.com/concepts/market"]},{"key":"concept_district","name":"District","url":"https://stellarisdb.com/concepts/district","category":"Colony","aliases":["concept_districts"],"text":"Districts are specialized areas of a  Colony. Examples include Generator Districts, Mining Districts, or Agriculture Districts.\n\nThey usually provide both  Housing and  Jobs.\n\nTo increase:\n- Build more Districts in the  Colony View","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/generator-district","https://stellarisdb.com/concepts/mining-district","https://stellarisdb.com/concepts/farming-district","https://stellarisdb.com/concepts/housing","https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/colony-view"]},{"key":"concept_edict_fund","name":"Edict Fund","url":"https://stellarisdb.com/concepts/edict-fund","category":"Empire","aliases":[],"text":"The Edict Fund is a fixed pool of  Unity dedicated to Edict upkeep. If upkeep surpasses the Edict Fund capacity, additional Unity is consumed.","links":["https://stellarisdb.com/concepts/unity","https://stellarisdb.com/concepts/edicts"]},{"key":"concept_edicts","name":"Edicts","url":"https://stellarisdb.com/concepts/edicts","category":"Empire","aliases":["concept_edict"],"text":"Edicts are empire-wide decisions that are enacted by spending resources or paying a monthly upkeep.\n\nMost require  Unity or are paid for using the Edict Fund, though some Edicts may cost other resources.\n\nEdicts are managed in the Policies & Edicts tab of the  Government View.","links":["https://stellarisdb.com/concepts/edict-fund","https://stellarisdb.com/concepts/government-view"]},{"key":"concept_endgame_crisis","name":"End-Game Crisis","url":"https://stellarisdb.com/concepts/endgame-crisis","category":null,"aliases":["concept_endgame_crises"],"text":"When a game of Stellaris has reached the late stage, a Galactic Crisis will appear. These End-Game Crises can be an extreme challenge for even veteran players.\n\nEnd-Game Crises will normally only occur after the End-Game Start Year has been reached.","links":[]},{"key":"concept_energy","name":"Energy Credits","url":"https://stellarisdb.com/concepts/energy","category":"Resource","aliases":[],"text":"Energy Credits are stored units of transferrable energy that are essential for all space-faring Empires.\n\nThey are used for upkeep of Ships and Buildings, to clear planetary  Blockers, and when making deals with others.\n\nTo increase:\n- Build  Generator Districts\n- Build  Mining Stations on energy-rich Celestial Objects\n- Buy on the  Market","links":["https://stellarisdb.com/concepts/empire","https://stellarisdb.com/concepts/ship","https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/blocker","https://stellarisdb.com/concepts/generator-district","https://stellarisdb.com/concepts/mining-station","https://stellarisdb.com/concepts/celestial-object","https://stellarisdb.com/concepts/market"]},{"key":"concept_engineering_research","name":"Engineering Research","url":"https://stellarisdb.com/concepts/engineering-research","category":"Exploration","aliases":[],"text":"Engineering Research is one of the three fields of study, collecting technologies in areas like Industry, Propulsion, and Voidcraft, \n\nStored Research is received from certain events or when no research is selected. Each month, Stored Research equal to the Monthly Gain is used, increasing research speed.\n\nTo increase:\n- Utilize certain  Jobs, for example from  Research Labs\n- Use  Construction Ships to build  Research Stations around research-rich Celestial Objects","links":["https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/construction-ship","https://stellarisdb.com/concepts/research-station","https://stellarisdb.com/concepts/celestial-object"]},{"key":"concept_authority","name":"Authority","url":"https://stellarisdb.com/concepts/authority","category":"Empire","aliases":["concept_authorities"],"text":"An Authority determines how an empire selects its rulers and governs its population. Democracies and oligarchies hold a periodic Democratic Election, while dictatorships and imperial systems concentrate power in the hands of a single ruler.\n\nThe choice of Authority influences the approval and support of Factions, ruler succession, available Civics, and diplomatic interactions.\n\nAn empire's Authority is established during empire creation but may be altered later through reforms, provided the necessary conditions are met.","links":["https://stellarisdb.com/concepts/democratic-election","https://stellarisdb.com/concepts/faction","https://stellarisdb.com/concepts/civic"]},{"key":"concept_ethic","name":"Ethic","url":"https://stellarisdb.com/concepts/ethic","category":"Empire","aliases":["concept_ethics"],"text":"Ethics represent an empire's core ideological beliefs, shaping its policies, societal structure, and diplomatic stance. They define whether an individual values freedom or authoritarian control, militaristic conquest or peaceful cooperation.\n\nAn empire's Ethics influence available Civics, Authorities, and interactions with other empires. While Ethics are chosen at empire creation, they can shift over time due to internal pressures, faction influence, or deliberate reform via ethic shift mechanics.","links":["https://stellarisdb.com/concepts/civic","https://stellarisdb.com/concepts/authority"]},{"key":"concept_faction","name":"Faction","url":"https://stellarisdb.com/concepts/faction","category":"Empire","aliases":["concept_factions"],"text":"Factions are groups of  Pops with shared demands regarding the governance of the Empire.\n\nApproval reflects the satisfaction of a Faction with the status quo, influencing the  Happiness of its Pops.\n\nHigher Approval and Support yield greater  Unity from the Faction.","links":["https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/empire","https://stellarisdb.com/concepts/approval","https://stellarisdb.com/concepts/happiness","https://stellarisdb.com/concepts/support","https://stellarisdb.com/concepts/unity"]},{"key":"concept_approval","name":"Approval","url":"https://stellarisdb.com/concepts/approval","category":"Empire","aliases":[],"text":"The Approval of a Faction represents how pleased it is with the current status quo and may affect the  Happiness of its  Pops.\n\nThe higher the faction's Approval and Support, the more  Unity is gained from it.","links":["https://stellarisdb.com/concepts/faction","https://stellarisdb.com/concepts/happiness","https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/support","https://stellarisdb.com/concepts/unity"]},{"key":"concept_support","name":"Support","url":"https://stellarisdb.com/concepts/support","category":"Empire","aliases":[],"text":"Support represents the political strength of a Faction. Support is increased by the amount of  Pops in the Faction.\n\nPops with Full Citizenship contribute far more support than those without.","links":["https://stellarisdb.com/concepts/faction","https://stellarisdb.com/concepts/pop"]},{"key":"concept_fallen_empires","name":"Fallen Empires","url":"https://stellarisdb.com/concepts/fallen-empires","category":"Empire","aliases":["concept_fallen_empire"],"text":"Fallen Empires are ancient precursor civilizations that start with advanced technology and powerful fleets, but are generally passive. At times they may make demands or offer tasks to lesser empires.\n\nProvoking a Fallen Empire is risky unless you are confident in your ability to defeat a challenging opponent.","links":[]},{"key":"concept_food","name":"Food","url":"https://stellarisdb.com/concepts/food","category":"Resource","aliases":[],"text":"Machine Intelligences generally do not use this resource.\n\n Food represents the various sources of biological nutrients that organics require to sustain their frail bodies.\n\nDriven Assimilators produce  Food for their  Cyborg Pops, and Rogue Servitors for their  Bio-Trophy Pops.\n\nTo increase:\n- Build  Agriculture Districts\n- Buy on the  Market","links":["https://stellarisdb.com/concepts/farming-district","https://stellarisdb.com/concepts/market"]},{"key":"concept_flexible_traditions","name":"Flexible Traditions","url":"https://stellarisdb.com/concepts/flexible-traditions","category":null,"aliases":["concept_flexible_tradition"],"text":"Flexible Traditions are Traditions that are set depending on choices made during gameplay.","links":["https://stellarisdb.com/concepts/traditions"]},{"key":"concept_founder_species_growth_mult","name":"Pop Growth (or Assembly) Speed","url":"https://stellarisdb.com/concepts/founder-species-growth-mult","category":null,"aliases":[],"text":"This modifier depends on the Founder Species of your Empire. \n- Organic Species: Pop Growth Speed \n- Infertile Organic Species: Monthly Organic Pop Growth Multiplier \n- Mechanical or Machine Species: Mechanical Pop Assembly Speed","links":[]},{"key":"concept_galaxy_shape","name":"Galaxy Shape","url":"https://stellarisdb.com/concepts/galaxy-shape","category":null,"aliases":["concept_shape"],"text":"- Elliptical: A simple round galaxy of evenly distributed stars.\n- Ring: A round galaxy with more space around the galactic core.\n- Spiral: These galaxies have between two to six arms curving out from the galactic core.\n- Barred Spiral: The galaxy is split into two thick spiral arms, with only a few connections.\n- Starburst: Several parallel arms whirl out from the galactic core.\n- Cartwheel: Several thin arms create this hybrid between a spiral and ring galaxy.\n- Spoked: This galaxy is split into 'slices' that are mostly separated from one another.","links":[]},{"key":"concept_gateways","name":"Gateways","url":"https://stellarisdb.com/concepts/gateways","category":"Empire","aliases":["concept_gateway"],"text":"Gateways are massive structures that create subspace conduits, allowing near-instantaneous travel to any other active Gateway in the network.","links":[]},{"key":"concept_grand_admiral","name":"Grand Admiral","url":"https://stellarisdb.com/concepts/grand-admiral","category":null,"aliases":[],"text":"The AI gets massive bonuses to its economy, research and naval capacity.","links":[]},{"key":"concept_great_khan","name":"Great Khan","url":"https://stellarisdb.com/concepts/great-khan","category":null,"aliases":[],"text":"The Great Khan is a mid-game event chain in which the disparate tribes of a Marauder Empire are united by a powerful leader. As a Marauder Khanate, they will seek to conquer other empires and force them to submit.\n\nDLC Requirement: Apocalypse","links":["https://stellarisdb.com/concepts/marauder-empires"]},{"key":"concept_guaranteed_colonies","name":"Guaranteed Habitable Worlds","url":"https://stellarisdb.com/concepts/guaranteed-colonies","category":null,"aliases":[],"text":"This controls how many habitable planets of the same planet class as your homeworld are guaranteed to spawn close to your starting system. Turning this off may mean you will find no habitable worlds near your homeworld at all.","links":[]},{"key":"concept_hyperlanes","name":"Hyperlanes","url":"https://stellarisdb.com/concepts/hyperlanes","category":"Empire","aliases":["concept_hyperlane"],"text":"Hyperlanes are naturally occurring subspace conduits that form between the gravity wells of stars. Using hyperdrives to travel along Hyperlanes is the primary method of interstellar travel.","links":[]},{"key":"concept_job","name":"Job","url":"https://stellarisdb.com/concepts/job","category":"Empire","aliases":["concept_jobs"],"text":"Jobs represent the roles and professions that Pops undertake within an empire, determining resource production, research output, and societal function.\n\nJobs are provided by Districts, District Specializations, Buildings, and other planetary features, with different types catering to specific economic, scientific, or military needs.\n\nThe distribution of Jobs directly impacts economic stability, political dynamics, and overall empire efficiency.\n\nJobs are managed in the Colony View.","links":["https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/district","https://stellarisdb.com/concepts/district-specialization","https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/colony-view"]},{"key":"concept_unemployment","name":"Unemployment","url":"https://stellarisdb.com/concepts/unemployment","category":"Empire","aliases":[],"text":"Unemployed Pops lack a  Job to work in. They produce no resources and may reduce the  Stability of the  Colony.","links":["https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/stability","https://stellarisdb.com/concepts/colony"]},{"key":"concept_l_gates","name":"L-Gates","url":"https://stellarisdb.com/concepts/l-gates","category":null,"aliases":["concept_l_gate"],"text":"A mysterious network of Gateways that are connected to a separate subspace network. They appear to have been deliberately disabled.","links":[]},{"key":"concept_machine_uprising","name":"Machine Uprising","url":"https://stellarisdb.com/concepts/machine-uprising","category":null,"aliases":[],"text":"The Machine Uprising is a mid-game event chain in which robotic servants with Artificial Intelligence may attempt to revolt against their creator empire. This can lead to the formation of a new Machine Intelligence in the galaxy.\n\nDLC Requirement: Synthetic Dawn","links":[]},{"key":"concept_marauder_empires","name":"Marauder Empires","url":"https://stellarisdb.com/concepts/marauder-empires","category":null,"aliases":["concept_marauder_empire"],"text":"Marauder Empires are spaceborne civilizations that spend most of their time fighting among themselves and raiding their neighbors. At times they may demand tribute from other empires.","links":[]},{"key":"concept_market","name":"Market","url":"https://stellarisdb.com/concepts/market","category":"Empire","aliases":[],"text":"The Market allows empires to buy and sell resources, adjusting their economy to meet immediate needs or long-term strategies. Transactions can be conducted on a one-time basis or set up as monthly  Trade deals to ensure a steady supply of essential materials.\n\nPrices fluctuate based on supply and demand across the galactic economy, with more frequent trades influencing market rates. Empires with the Commerce or corporate structures may gain additional benefits when engaging in trade.","links":["https://stellarisdb.com/concepts/trade"]},{"key":"concept_megastructure","name":"Megastructure","url":"https://stellarisdb.com/concepts/megastructure","category":"Development","aliases":["concept_megastructures"],"text":"Megastructures are colossal engineering projects that embody the technological and economic prowess of a mature empire. Often constructed in stages, they serve strategic, scientific, or economic purposes.\n\nBuilding a Megastructure requires significant investment, advanced research, and a stable logistical foundation.They are initiated using a  Construction Ship, typically at designated locations in space.\n\nOnce completed, these vast installations reshape the galactic map, standing as enduring monuments to ambition on a cosmic scale.","links":["https://stellarisdb.com/concepts/construction-ship"]},{"key":"concept_minerals","name":"Minerals","url":"https://stellarisdb.com/concepts/minerals","category":"Resource","aliases":[],"text":"Minerals cover the basic resources employed in construction.\n\nThey are used to construct  Buildings and   Civilian Space Stations. They can also be refined into  Alloys.\n\nTo increase:\n- Build  Mining Districts\n- Build  Mining Stations on mineral-rich Celestial Objects\n- Buy on the  Market","links":["https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/civilian-space-station","https://stellarisdb.com/concepts/alloys","https://stellarisdb.com/concepts/mining-district","https://stellarisdb.com/concepts/mining-station","https://stellarisdb.com/concepts/celestial-object","https://stellarisdb.com/concepts/market"]},{"key":"concept_mining_station","name":"Mining Station","url":"https://stellarisdb.com/concepts/mining-station","category":"Development","aliases":["concept_mining_stations"],"text":"A  Mining Station is an orbital facility that extracts valuable resources from celestial bodies, for example  Energy Credits,  Minerals, or  Alloys.\n\nTo increase:\n- Use  Construction Ships to build Mining Stations around resource-rich Celestial Objects","links":["https://stellarisdb.com/concepts/energy","https://stellarisdb.com/concepts/minerals","https://stellarisdb.com/concepts/alloys","https://stellarisdb.com/concepts/construction-ship","https://stellarisdb.com/concepts/celestial-object"]},{"key":"concept_physics_research","name":"Physics Research","url":"https://stellarisdb.com/concepts/physics-research","category":"Exploration","aliases":[],"text":"Physics Research is one of the three fields of study, collecting technologies in areas like Computing, Field Manipulation, and Particles. \n\nStored Research is received from certain events or when no research is selected. Each month, Stored Research equal to the Monthly Gain is used, increasing research speed.\n\nTo increase:\n- Utilize certain  Jobs, for example from  Research Labs\n- Use  Construction Ships to build  Research Stations around research-rich Celestial Objects","links":["https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/construction-ship","https://stellarisdb.com/concepts/research-station","https://stellarisdb.com/concepts/celestial-object"]},{"key":"concept_policies","name":"Policies","url":"https://stellarisdb.com/concepts/policies","category":"Empire","aliases":["concept_policy"],"text":"Policies outline the stance of an Empire on other empires, treatment of  Pops, and acceptable behaviors.\n\nPolicies are managed in the Policies & Edicts tab of the  Government View.","links":["https://stellarisdb.com/concepts/empire","https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/government-view"]},{"key":"concept_pop","name":"Pop","url":"https://stellarisdb.com/concepts/pop","category":"Empire","aliases":["concept_pops"],"text":"A  Pop is a group of individuals from a Species that work the same  Job and share the same Ethic.\n\nTo increase:\n- Grow  Biological Pops and assemble  Mechanical Pops\n- Buy Pops in the  Slave Market\n- Receive Pops from certain events","links":["https://stellarisdb.com/concepts/species","https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/ethic"]},{"key":"concept_preftl_civilizations","name":"Pre-FTL Civilizations","url":"https://stellarisdb.com/concepts/preftl-civilizations","category":"Empire","aliases":[],"text":"Pre-FTL Civilizations are societies that have not yet achieved faster than light space travel. They range in technology from the Stone Age to the Early Space Age, and are generally unaware of the presence of alien life.","links":[]},{"key":"concept_presapient_species","name":"Pre-Sapient Species","url":"https://stellarisdb.com/concepts/presapient-species","category":"Empire","aliases":[],"text":"Pre-sapient species are extremely intelligent creatures that fall just short of sapience. With the appropriate technologies from Society Research they can be uplifted to sapience or conserved in Alien Zoos.","links":["https://stellarisdb.com/concepts/society-research","https://stellarisdb.com/concepts/alien-zoo"]},{"key":"concept_riftworld_digsite","name":"Ancient Crater","url":"https://stellarisdb.com/concepts/riftworld-digsite","category":null,"aliases":[],"text":"Anomalous seismic activity has been detected from deep inside an ancient crater on our homeworld. Underground sonar revealed a previously unknown cavity that can be explored.","links":[]},{"key":"concept_ship","name":"Ship","url":"https://stellarisdb.com/concepts/ship","category":"Empire","aliases":["concept_ships"],"text":"Ships are spacefaring vessels that serve a variety of roles, from exploration to warfare, encompassing both Utility Ships and Military Ships.","links":["https://stellarisdb.com/concepts/civilian-ship","https://stellarisdb.com/concepts/military-ship"]},{"key":"concept_civilian_ship","name":"Utility Ship","url":"https://stellarisdb.com/concepts/civilian-ship","category":"Empire","aliases":["concept_civilian_ships"],"text":"Utility Ships are constructed at Starbases to assemble space structures, explore the unknown, and settle new worlds.\n\nExamples include  Construction Ships,  Science Ships, and  Colony Ships.","links":["https://stellarisdb.com/concepts/starbase","https://stellarisdb.com/concepts/construction-ship","https://stellarisdb.com/concepts/science-ship","https://stellarisdb.com/concepts/colony-ship"]},{"key":"concept_military_ship","name":"Military Ship","url":"https://stellarisdb.com/concepts/military-ship","category":"Conquest","aliases":["concept_military_ships"],"text":"Military Ships are built at Starbases to engage in space battles against rival Empires and hostile Space Fauna.\n\nOrganized into Fleets, they come in various sizes, each offering unique strengths and strategic advantages to the Fleet.\n\nMilitary Ships are designed in the Ship Designer tab of the  Fleet Management View.","links":["https://stellarisdb.com/concepts/starbase","https://stellarisdb.com/concepts/empire","https://stellarisdb.com/concepts/space-fauna","https://stellarisdb.com/concepts/fleet","https://stellarisdb.com/concepts/fleet-management"]},{"key":"concept_fleet","name":"Fleet","url":"https://stellarisdb.com/concepts/fleet","category":"Conquest","aliases":["concept_fleets"],"text":"Fleets are groups of Military Ships that operate together, with the combined size of the Ships making up the Fleet Size.\n\nA Fleet led by a  Commander may receive bonuses or penalties based on the Leader Traits.\n\nFleets are designed in the Fleet Manager tab of the  Fleet Management View.","links":["https://stellarisdb.com/concepts/military-ship","https://stellarisdb.com/concepts/fleet-size","https://stellarisdb.com/concepts/commander","https://stellarisdb.com/concepts/leader-trait","https://stellarisdb.com/concepts/fleet-management"]},{"key":"concept_army","name":"Army","url":"https://stellarisdb.com/concepts/army","category":"Conquest","aliases":["concept_armies"],"text":"Armies are the ground forces assigned to defend  Colonies or invade enemy  Planets.\n\nAn Army led by a  Commander may gain bonuses or penalties depending on their Leader Traits.\n\nArmies are either assembled in the Army Hub of Starbases or in the Armies tab of Colonies.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/planet","https://stellarisdb.com/concepts/commander","https://stellarisdb.com/concepts/leader-trait","https://stellarisdb.com/concepts/starbase"]},{"key":"concept_society_research","name":"Society Research","url":"https://stellarisdb.com/concepts/society-research","category":"Exploration","aliases":[],"text":"Society Research is one of the three fields of study, collecting technologies in areas like Biology, Statecraft, and New Worlds, \n\nStored Research is received from certain events or when no research is selected. Each month, Stored Research equal to the Monthly Gain is used, increasing research speed.\n\nTo increase:\n- Utilize certain  Jobs, for example from  Research Labs\n- Use  Construction Ships to build  Research Stations around research-rich Celestial Objects","links":["https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/construction-ship","https://stellarisdb.com/concepts/research-station","https://stellarisdb.com/concepts/celestial-object"]},{"key":"concept_specialist_subject","name":"Specialist Subjects","url":"https://stellarisdb.com/concepts/specialist-subject","category":null,"aliases":[],"text":"Specialist subjects are subject types that have unique perks, unlocked as they gain Subject XP. \n\n- Bulwarks specialize in defensive capabilities, in exchange for weaker resource production.\n- Scholaria specialize in research, in exchange for weaker military capabilities.\n- Prospectoria specialize in mining and strategic resources, in exchange for weaker research production.","links":[]},{"key":"concept_species","name":"Species","url":"https://stellarisdb.com/concepts/species","category":"Empire","aliases":[],"text":"Species are distinct groups of biological or mechanical entities that share common Species Traits, points of origin, and or physical adaptations.\n\nAdvanced Technologies or specific Policies may allow empires to genetically alter their species for further specialization or radical transformation over time. The species of an empire are managed in the  Species View.","links":["https://stellarisdb.com/concepts/species-trait","https://stellarisdb.com/concepts/technology","https://stellarisdb.com/concepts/policies","https://stellarisdb.com/concepts/species-view"]},{"key":"concept_species_class","name":"Species Class","url":"https://stellarisdb.com/concepts/species-class","category":"Empire","aliases":[],"text":"Species Classes describe a broad category of Species type. Examples include Avian, Reptilian, Fungoid, etc.","links":[]},{"key":"concept_starbase","name":"Starbase","url":"https://stellarisdb.com/concepts/starbase","category":"Conquest","aliases":["concept_starbases","concept_military_space_station","concept_military_space_stations"],"text":"Starbases are upgradable military installations that establish and secure ownership of star systems.\n\nUpgraded from Outposts, they can be equipped with Modules and Buildings to specialize in various roles, for example with a Shipyard module to construct Ships.\n\nDefense Platforms bolster their ability to defend against attackers. They also serve as centralized hubs for recruiting Armies.\n\nThe number of upgraded Starbases or  Waystations an empire can support is limited by its Station Capacity.\n\nStarbases are managed through the  Starbase View.","links":["https://stellarisdb.com/concepts/outpost","https://stellarisdb.com/concepts/shipyard","https://stellarisdb.com/concepts/ship","https://stellarisdb.com/concepts/defense-platform","https://stellarisdb.com/concepts/army","https://stellarisdb.com/concepts/starbase-capacity","https://stellarisdb.com/concepts/starbase-view"]},{"key":"concept_technology","name":"Technology","url":"https://stellarisdb.com/concepts/technology","category":"Exploration","aliases":["concept_technologies"],"text":"Technologies unlocked by research are one of the primary ways to increase an empire's strength.\n\nThey fall into three fields of study:\n  Physics Research\n  Society Research\n  Engineering Research","links":["https://stellarisdb.com/concepts/physics-research","https://stellarisdb.com/concepts/society-research","https://stellarisdb.com/concepts/engineering-research"]},{"key":"concept_traditions","name":"Traditions","url":"https://stellarisdb.com/concepts/traditions","category":"Empire","aliases":["concept_tradition"],"text":"Traditions provide empire-wide bonuses that are organized into Tradition trees.\n\nA Tradition can be selected whenever an Empire has accumulated enough  Unity to do so. Completing Tradition Trees unlocks Ascension Perks.\n\nTraditions are managed in the Traditions tab of the  Society Management View.","links":["https://stellarisdb.com/concepts/empire","https://stellarisdb.com/concepts/unity","https://stellarisdb.com/concepts/ascension-perks","https://stellarisdb.com/concepts/society-management"]},{"key":"concept_unity","name":"Unity","url":"https://stellarisdb.com/concepts/unity","category":"Resource","aliases":[],"text":"Unity reflects a society's collective resolve and ideological strength. It embodies the shared purpose that binds a people together, guiding their institutions and governance.\n\nIt is essential for internal affairs, for example to unlock new Traditions, recruit Leaders, ascend  Colonies, enact Edicts, and manage Resettlement.\n\nTo increase:\n- Construct  Buildings with  Jobs that produce Unity\n- Improve the Approval and Support of Factions\n- Adopt the Commerce tradition Adaptive Economic Policies and change Trade Policy","links":["https://stellarisdb.com/concepts/traditions","https://stellarisdb.com/concepts/leader","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/edicts","https://stellarisdb.com/concepts/resettlement","https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/approval","https://stellarisdb.com/concepts/support","https://stellarisdb.com/concepts/faction","https://stellarisdb.com/concepts/policies"]},{"key":"concept_war_in_heaven","name":"War in Heaven","url":"https://stellarisdb.com/concepts/war-in-heaven","category":null,"aliases":[],"text":"Two Fallen Empires that are ancient foes may Awaken and battle for supremacy over the galaxy.\n\nDLC Requirement: Leviathans","links":["https://stellarisdb.com/concepts/fallen-empires","https://stellarisdb.com/concepts/awakened-empires"]},{"key":"concept_wormholes","name":"Wormholes","url":"https://stellarisdb.com/concepts/wormholes","category":"Empire","aliases":["concept_wormhole","concept_wormhole_pairs"],"text":"Wormholes are naturally occurring rifts in space-time. Once stabilized, they allow passage to a fixed location.","links":[]},{"key":"concept_xeno_compatibility","name":"Xeno-Compatibility","url":"https://stellarisdb.com/concepts/xeno-compatibility","category":null,"aliases":[],"text":"Allows crossbreeding between different species living on the same colony, granting a 20% bonus to Pop Growth Speed on any owned colony with at least 2 different species. Additionally, crossbreeding between different species living on the same colony will pool their growth potential together!\n\nThe invention of universal sexual biology has revolutionized society. Even if it sometimes requires awkward rotations to make a connection.","links":[]},{"key":"concept_influence","name":"Influence","url":"https://stellarisdb.com/concepts/influence","category":"Resource","aliases":[],"text":"Influence represents political clout.\n\nIt is used for strategic actions, for example to build Outposts, make Claims, and maintain Diplomatic Pacts. Generation of Influence remains fairly stable, but it can be improved.\n\nTo increase:\n- Declare other empires Rivals\n- Supplement Power Projection by supporting a large Navy Size relative to  Empire Size","links":["https://stellarisdb.com/concepts/outpost","https://stellarisdb.com/concepts/claim","https://stellarisdb.com/concepts/diplomatic-pact","https://stellarisdb.com/concepts/rival","https://stellarisdb.com/concepts/power-projection","https://stellarisdb.com/concepts/navy-size","https://stellarisdb.com/concepts/empire-size"]},{"key":"concept_outpost","name":"Outpost","url":"https://stellarisdb.com/concepts/outpost","category":"Conquest","aliases":["concept_outposts"],"text":"Outposts are small Starbases built to expand the borders of an Empire into unowned  Systems.\n\nThe number of Outposts is not limited by the empire's Station Capacity.\n\nThe  Starbase View provides a way to upgrade an Outpost into a more capable Starbase.","links":["https://stellarisdb.com/concepts/starbase","https://stellarisdb.com/concepts/empire","https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/starbase-capacity","https://stellarisdb.com/concepts/starbase-view"]},{"key":"concept_claim","name":"Claim","url":"https://stellarisdb.com/concepts/claim","category":"Conquest","aliases":["concept_claims"],"text":"Claims represent territorial assertions over foreign-controlled star systems. Claims are primarily used to justify Wars of conquest, allowing an empire to seize contested systems upon victory.\n\nClaims are established by spending  Influence, with costs increasing based on system distance, strategic value, and existing Claims by other empires. Claiming systems is more expensive during an offensive war, so shrewd empires will do so beforehand.\n\nClaims are managed in the  Claims View.","links":["https://stellarisdb.com/concepts/war","https://stellarisdb.com/concepts/influence","https://stellarisdb.com/concepts/claims-view"]},{"key":"concept_research_agreement","name":"Research Agreement","url":"https://stellarisdb.com/concepts/research-agreement","category":"Development","aliases":["concept_research_agreements"],"text":"Research Agreements are diplomatic treaties that grant participating empires  Research bonuses for Technologies already possessed by their counterpart, making them particularly valuable for accelerating scientific progress.\n\nResearch Agreements can be established through diplomacy and are often included in broader cooperative alliances or Federation arrangements.They are proposed in the Contacts tab of the  Contacts View.","links":["https://stellarisdb.com/concepts/research","https://stellarisdb.com/concepts/technology","https://stellarisdb.com/concepts/federation","https://stellarisdb.com/concepts/contacts-view"]},{"key":"concept_rival","name":"Rival","url":"https://stellarisdb.com/concepts/rival","category":"Conquest","aliases":["concept_rivals"],"text":"Rivals are officially designated political and strategic adversaries. Declaring a Rival increases  Influence generation and can improve relations with other empires that share similar enmities. However, it also worsens diplomatic relations with the rival and may escalate tensions into open conflict.\n\nRivalries can only be declared against empires of comparable power and are a key tool for asserting dominance, shaping alliances, and justifying hostilities. They are declared in the Contacts tab of the  Contacts View.","links":["https://stellarisdb.com/concepts/influence","https://stellarisdb.com/concepts/contacts-view"]},{"key":"concept_power_projection","name":"Power Projection","url":"https://stellarisdb.com/concepts/power-projection","category":"Conquest","aliases":[],"text":"Power Projection measures how an empire's military strength contributes to its political standing. It reflects the scale and upkeep of its Fleets, serving as a visible indicator of strategic weight on the galactic stage.\n\nMaintaining a navy close to, or exceeding an empire's Naval Capacity increases power projection, enhancing the generation of  Influence.","links":["https://stellarisdb.com/concepts/fleet","https://stellarisdb.com/concepts/influence"]},{"key":"concept_navy_size","name":"Navy Size","url":"https://stellarisdb.com/concepts/navy-size","category":"Conquest","aliases":[],"text":"Navy Size represents the total number of Military Ships within an empire's fleet. While there is no strict limit on the size of a navy, exceeding the empire's Naval Capacity results in increased Ship Upkeep.\n\nMaintaining a well-balanced navy is crucial for defending owned territory and project power across the galaxy.","links":["https://stellarisdb.com/concepts/military-ship","https://stellarisdb.com/concepts/naval-capacity","https://stellarisdb.com/concepts/ship-upkeep"]},{"key":"concept_empire_size","name":"Empire Size","url":"https://stellarisdb.com/concepts/empire-size","category":"Empire","aliases":[],"text":"Empire Size is a measure of the territorial expanse in the form of controlled  Districts,  Systems,  Colonies, and  Pops.\n\nA high Empire Size is a strain on the administrative capacity and increases the cost of Technologies, Traditions, and Edicts.\n\nThe Empire also becomes easier to infiltrate for espionage purposes.","links":["https://stellarisdb.com/concepts/district","https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/technology","https://stellarisdb.com/concepts/traditions","https://stellarisdb.com/concepts/edicts","https://stellarisdb.com/concepts/empire"]},{"key":"concept_leader","name":"Leader","url":"https://stellarisdb.com/concepts/leader","category":"Empire","aliases":["concept_leaders"],"text":"Leaders may be installed as Governors, or assigned to command Fleets and conduct Research.\n\nLeaders gain experience over time, improving their effectiveness and unlocking powerful Leader Traits. However, they also age and may eventually retire or perish.\n\nLeaders are hired and dismissed in the  Leaders View.","links":["https://stellarisdb.com/concepts/governor","https://stellarisdb.com/concepts/fleet","https://stellarisdb.com/concepts/research","https://stellarisdb.com/concepts/leader-trait","https://stellarisdb.com/concepts/leaders-view"]},{"key":"concept_celestial_object","name":"Celestial Object","url":"https://stellarisdb.com/concepts/celestial-object","category":"Exploration","aliases":["concept_celestial_objects"],"text":"Celestial Objects are large bodies within  Systems, including  Stars,  Planets, Moons, and Asteroids.","links":["https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/star","https://stellarisdb.com/concepts/planet"]},{"key":"concept_star","name":"Star","url":"https://stellarisdb.com/concepts/star","category":"Exploration","aliases":["concept_stars"],"text":"A Star is a massive, typically gaseous body at the center of a  System.\n\nThe Star may have orbiting  Planets or exploitable Asteroids. Any resources connected to the Star itself can be harvested by building a  Mining Station or  Research Station.","links":["https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/planet","https://stellarisdb.com/concepts/mining-station","https://stellarisdb.com/concepts/research-station"]},{"key":"concept_planet","name":"Planet","url":"https://stellarisdb.com/concepts/planet","category":"Exploration","aliases":["concept_planets"],"text":"A  Planet is a large rounded body orbiting a Star, possibly with its own orbiting Moons.\n\nThere are nine basic types of Habitable Worlds that can be turned into  Colonies.\n\nSome Uninhabitable Planets may be marked as candidates for Terraforming, or otherwise harbor resources harvestable with a  Mining Station or  Research Station.","links":["https://stellarisdb.com/concepts/star","https://stellarisdb.com/concepts/habitable-world","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/terraforming","https://stellarisdb.com/concepts/mining-station","https://stellarisdb.com/concepts/research-station"]},{"key":"concept_habitable_world","name":"Habitable World","url":"https://stellarisdb.com/concepts/habitable-world","category":"Exploration","aliases":["concept_habitable_worlds"],"text":"Habitable Worlds are bodies that can support  Pops and be developed into  Colonies. This includes both naturally occurring  Planets, artificially constructed Habitats, and Ring Worlds.\n\nNaturally habitable Planets come in nine basic climate types.\n\nSome worlds that are currently uninhabitable may become habitable through Terraforming.","links":["https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/planet","https://stellarisdb.com/concepts/habitat","https://stellarisdb.com/concepts/terraforming"]},{"key":"concept_sector","name":"Sector","url":"https://stellarisdb.com/concepts/sector","category":"Exploration","aliases":["concept_sectors"],"text":"Sectors are administrative regions within an empire, grouping multiple  Colonies under a centralized governing structure. Sectors help manage planetary development, resource distribution, and automation of local economies.\n\nEach sector may be overseen by a Governor, whose skills and Leader Traits can influence its efficiency. Effective sector management ensures economic stability and reduces the administrative burden of a growing empire.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/governor","https://stellarisdb.com/concepts/leader-trait"]},{"key":"concept_resettlement","name":"Resettlement","url":"https://stellarisdb.com/concepts/resettlement","category":"Empire","aliases":[],"text":"Resettlement is the process of relocating  Pops from one  Colony to another, allowing empires to redistribute their workforce and manage population growth more effectively.\n\nThis can be done manually or through automated policies that move pops based on housing, job availability, or other criteria such as habitability.\n\nResettlement costs  Energy Credits and may be restricted by empire Ethics, Policies, Civics, or the Species Rights.","links":["https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/energy","https://stellarisdb.com/concepts/ethic","https://stellarisdb.com/concepts/policies","https://stellarisdb.com/concepts/civic"]},{"key":"concept_diplomatic_pact","name":"Diplomatic Pact","url":"https://stellarisdb.com/concepts/diplomatic-pact","category":"Development","aliases":["concept_diplomatic_pacts"],"text":"Diplomatic Pacts are formal agreements between empires that shape their diplomatic relationships and strategic interactions. For example, these pacts may commit signatories to mutual defense or help to accelerate technological progress through shared knowledge.\n\nDiplomatic Pacts can serve as a stepping stone to a stronger alliance or Federation, but breaking them may damage trust and lead to diplomatic repercussions. They are proposed in the Contacts tab of the  Contacts View.","links":["https://stellarisdb.com/concepts/federation","https://stellarisdb.com/concepts/contacts-view"]},{"key":"concept_research_station","name":"Research Station","url":"https://stellarisdb.com/concepts/research-station","category":"Exploration","aliases":["concept_research_stations"],"text":"A  Research Station is an orbital station facility that gathers    Research Points from notable locations across the galaxy.\n\nTo increase:\n- Use  Construction Ships to build  Research Stations around research-rich Celestial Objects","links":["https://stellarisdb.com/concepts/construction-ship","https://stellarisdb.com/concepts/research-station","https://stellarisdb.com/concepts/celestial-object"]},{"key":"concept_system","name":"System","url":"https://stellarisdb.com/concepts/system","category":"Exploration","aliases":["concept_systems"],"text":"Systems are anchored by a central, high-mass celestial object, typically a Star, around which  Planet, Celestial Objects, and other cosmic phenomena orbit. Systems are surveyed by  Science Ships, and are controlled by Outposts.\n\nSome systems contain habitable worlds suitable for  Colonies, while others may hold strategic chokepoints, valuable deposits, or hidden dangers. Establishing control over key systems is essential for territorial expansion, defense, and economic growth.","links":["https://stellarisdb.com/concepts/star","https://stellarisdb.com/concepts/planet","https://stellarisdb.com/concepts/celestial-object","https://stellarisdb.com/concepts/science-ship","https://stellarisdb.com/concepts/outpost","https://stellarisdb.com/concepts/colony"]},{"key":"concept_envoy","name":"Envoy","url":"https://stellarisdb.com/concepts/envoy","category":"Development","aliases":["concept_envoys"],"text":"Envoys handle First Contact with unknown aliens, manage spy networks, and engage in Diplomacy with other Empires.\n\nTo increase:\n- Build an Interstellar Assembly  Megastructure\n- Utilize certain  Buildings, Leader Traits, and Civics\n- Unlock the Federation perk Federal Envoys","links":["https://stellarisdb.com/concepts/first-contact","https://stellarisdb.com/concepts/diplomacy","https://stellarisdb.com/concepts/empire","https://stellarisdb.com/concepts/megastructure","https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/leader-trait","https://stellarisdb.com/concepts/civic","https://stellarisdb.com/concepts/federation"]},{"key":"concept_leader_trait","name":"Leader Trait","url":"https://stellarisdb.com/concepts/leader-trait","category":"Empire","aliases":["concept_leader_traits"],"text":"Leader Traits are special attributes that define the strengths, weaknesses, and areas of expertise of a a Leader. These traits influence a leader's effectiveness in their respective role, providing bonuses to Research, their work as a Governor, or command of Fleets.\n\nCertain traits can only be leveraged if a leader sits on the Council. Some traits are positive, enhancing efficiency, while others may impair their performance, making careful leader selection and development a vital aspect of empire management.","links":["https://stellarisdb.com/concepts/leader","https://stellarisdb.com/concepts/research","https://stellarisdb.com/concepts/governor","https://stellarisdb.com/concepts/fleet","https://stellarisdb.com/concepts/council"]},{"key":"concept_species_trait","name":"Species Trait","url":"https://stellarisdb.com/concepts/species-trait","category":"Empire","aliases":["concept_species_traits"],"text":"Species Traits define the inherent biological or mechanical characteristics of a Species, influencing their behavior, capabilities, and suitability for various environments and tasks.\n\nTraits may be altered through genetic modification or other advanced Technologies.","links":["https://stellarisdb.com/concepts/species","https://stellarisdb.com/concepts/technology"]},{"key":"concept_leader_class","name":"Leader Class","url":"https://stellarisdb.com/concepts/leader-class","category":null,"aliases":[],"text":"The Leader Class determines the role of the Leader:\n\n-  Official\n-  Commander\n-  Scientist","links":["https://stellarisdb.com/concepts/leader","https://stellarisdb.com/concepts/official","https://stellarisdb.com/concepts/commander","https://stellarisdb.com/concepts/scientist"]},{"key":"concept_civic","name":"Civic","url":"https://stellarisdb.com/concepts/civic","category":"Empire","aliases":["concept_civics"],"text":"Civics represent the foundational principles and societal structures that define an empire. They provide unique bonuses, shape internal policies, and influence diplomatic interactions with other civilizations.\n\nCivics can be modified through government reforms in the  Empire View, though some are restricted by Authority or Ethics.","links":["https://stellarisdb.com/concepts/empire-view","https://stellarisdb.com/concepts/authority","https://stellarisdb.com/concepts/ethic"]},{"key":"concept_starbase_capacity","name":"Station Capacity","url":"https://stellarisdb.com/concepts/starbase-capacity","category":"Conquest","aliases":[],"text":"Station Capacity shows the number of  Waystations that can be effectively supported by a  Nomadic Empire.\n\nExceeding Station Capacity increases Station Upkeep.\n\nTo increase:\n- Utilize certain Technologies and Traditions","links":["https://stellarisdb.com/concepts/waystation","https://stellarisdb.com/concepts/nomadic-empire","https://stellarisdb.com/concepts/starbase-upkeep","https://stellarisdb.com/concepts/technology","https://stellarisdb.com/concepts/traditions"]},{"key":"concept_starbase_upkeep","name":"Station Upkeep","url":"https://stellarisdb.com/concepts/starbase-upkeep","category":"Conquest","aliases":[],"text":"Station Upkeep represents the ongoing resource cost required to maintain operational stations. This upkeep primarily consists of  Energy Credits, with additional costs when advanced Modules or Buildings are installed.\n\nUpkeep costs scale with the station's size and role, as upgrading to higher tiers increases maintenance demands.","links":["https://stellarisdb.com/concepts/energy"]},{"key":"concept_owned_system","name":"Owned System","url":"https://stellarisdb.com/concepts/owned-system","category":"Development","aliases":["concept_owned_systems"],"text":"Owned Systems are star  Systems that fall under an empire's control, either through direct expansion or conquest. Ownership allows an empire to construct Starbases, extract resources, and establish  Colonies within the system.\n\nMaintaining control over systems contributes to an empire's  Empire Size, with the number of owned systems influencing administrative efficiency and bureaucratic costs.","links":["https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/starbase","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/empire-size"]},{"key":"concept_naval_capacity","name":"Naval Capacity","url":"https://stellarisdb.com/concepts/naval-capacity","category":"Conquest","aliases":[],"text":"Naval Capacity shows the combined Fleet Size that can be effectively supported.\n\nExceeding Naval Capacity increases Ship Upkeep.\n\nTo increase:\n- Build Anchorage modules on Starbases\n- Utilize certain  Jobs, for example from a  Stronghold\n- Utilize certain Technologies and Traditions","links":["https://stellarisdb.com/concepts/fleet-size","https://stellarisdb.com/concepts/ship-upkeep","https://stellarisdb.com/concepts/starbase","https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/technology","https://stellarisdb.com/concepts/traditions"]},{"key":"concept_fleet_size","name":"Fleet Size","url":"https://stellarisdb.com/concepts/fleet-size","category":"Conquest","aliases":[],"text":"Fleet Size is the sum of the Military Ship sizes of a Fleet.\n\nThe combined Fleet Size controllable per Fleet is determined by the Command Limit.\n\nThe total Fleet Size of all Fleets that an Empire can effectively support is governed by its Naval Capacity.","links":["https://stellarisdb.com/concepts/military-ship","https://stellarisdb.com/concepts/fleet","https://stellarisdb.com/concepts/command-limit","https://stellarisdb.com/concepts/empire","https://stellarisdb.com/concepts/naval-capacity"]},{"key":"concept_command_limit","name":"Command Limit","url":"https://stellarisdb.com/concepts/command-limit","category":"Conquest","aliases":[],"text":"Command Limit determines the maximum combined Military Ship sizes controllable as a single Fleet.\n\nCommand Limit can, for example, be increased through Technologies, certain Traditions, or Civics.","links":["https://stellarisdb.com/concepts/military-ship","https://stellarisdb.com/concepts/fleet","https://stellarisdb.com/concepts/technology","https://stellarisdb.com/concepts/traditions","https://stellarisdb.com/concepts/civic"]},{"key":"concept_ship_upkeep","name":"Ship Upkeep","url":"https://stellarisdb.com/concepts/ship-upkeep","category":"Conquest","aliases":["concept_logistics_upkeep"],"text":"Ship Upkeep represents the ongoing resource cost required to maintain operational starships, including civilian and military vessels.\n\nMost vessels require a combination of resources for maintenance, and costs are determined by ship class and equipped components. However, exceeding an empire's Naval Capacity significantly increases upkeep across all ships.","links":["https://stellarisdb.com/concepts/naval-capacity"]},{"key":"concept_colony_upkeep","name":"Colony Upkeep","url":"https://stellarisdb.com/concepts/colony-upkeep","category":"Colony","aliases":[],"text":"Colony Upkeep refers to the ongoing resource costs required to sustain the infrastructure and population of a  Colony. This includes the upkeep of  Districts,  Buildings, and  Jobs, as well as the daily needs of the colony's population.\n\nEffective management of upkeep is essential to ensure stability, prevent shortages, and maintain economic efficiency across the empire. The upkeep of a given colony can be checked in the Infrastructure tab of the Colony View.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/district","https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/colony-view"]},{"key":"concept_colony_ship","name":"Colony Ship","url":"https://stellarisdb.com/concepts/colony-ship","category":"Development","aliases":["concept_colony_ships"],"text":"Colony Ships are sent to  Planets to turn them into  Colonies.\n\nA Colony Ship is automatically built when colonization is initiated from the  Colony View or the  Expansion Planner. They can also be built in a Shipyard.","links":["https://stellarisdb.com/concepts/planet","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/colony-view","https://stellarisdb.com/concepts/expansion-planner","https://stellarisdb.com/concepts/shipyard"]},{"key":"concept_governor","name":"Governor","url":"https://stellarisdb.com/concepts/governor","category":"Empire","aliases":["concept_governors"],"text":"A Governor is a Leader overseeing a  Colony or  Sector. A Leader assigned to a sector capital also serves as the sector Governor.\n\nTheir Leader Class and Leader Traits determine the bonuses or penalties provided.\n\nGovernors are assigned in the  Colony View or  Colonies and Sectors View.","links":["https://stellarisdb.com/concepts/leader","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/sector","https://stellarisdb.com/concepts/leader-class","https://stellarisdb.com/concepts/leader-trait","https://stellarisdb.com/concepts/colony-view","https://stellarisdb.com/concepts/planets-and-sector"]},{"key":"concept_decision","name":"Decision","url":"https://stellarisdb.com/concepts/decision","category":"Colony","aliases":["concept_decisions"],"text":"A Decision is a colony action used to address specific  Colony needs. It can add  Districts, remove  Blockers, or modify colony attributes.\n\nSome require an activation cost or specific conditions to be enacted.\n\nDecisions are managed in the  Colony View.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/district","https://stellarisdb.com/concepts/blocker","https://stellarisdb.com/concepts/colony-view"]},{"key":"concept_decision_consecrate_world","name":"Consecrate World","url":"https://stellarisdb.com/concepts/decision-consecrate-world","category":null,"aliases":[],"text":"Adds this world to our canon of Consecrated Worlds, up to 3.\n - Monthly Unity: +10% to +40%\n - Spiritualist Ethics Attraction: +10% to +40%\n - Empire-Wide Amenities: +5% to +20%\n\nDeclare this to be a sacred place, consecrated in the traditions of our faith. Pilgrims will travel from afar to rejoice in its holy aura.","links":[]},{"key":"concept_planetary_ascension","name":"Colony Ascension","url":"https://stellarisdb.com/concepts/planetary-ascension","category":"Colony","aliases":[],"text":"The Colony Ascension Tier of a  Colony increases the effects of the Designation and reduces the effect on  Empire Size.\n\nColonies can be ascended multiple times based on the number of unlocked Ascension Perks, and increases in  Unity cost based on the cumulative number of Ascension Tiers in the Empire.\n\nUnlocking all Ascension Perks increases the Colony Ascension Cap by an additional ….","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/designation","https://stellarisdb.com/concepts/empire-size","https://stellarisdb.com/concepts/ascension-perks","https://stellarisdb.com/concepts/unity","https://stellarisdb.com/concepts/empire"]},{"key":"concept_designation","name":"Designation","url":"https://stellarisdb.com/concepts/designation","category":"Colony","aliases":[],"text":"The Designation of a  Colony determines its primary role, for example by enhancing the build speed of certain districts or the output of specific jobs.\n\nIf the Designation is not set manually, it is automatically assigned based on the available districts or buildings.","links":["https://stellarisdb.com/concepts/colony"]},{"key":"concept_planet_automation","name":"Planet Automation","url":"https://stellarisdb.com/concepts/planet-automation","category":"Colony","aliases":[],"text":"Planet Automation allows the  Colony to be automatically developed based on the selected Planet Automation Settings.","links":["https://stellarisdb.com/concepts/colony"]},{"key":"concept_devastation","name":"Devastation","url":"https://stellarisdb.com/concepts/devastation","category":"Colony","aliases":[],"text":"Devastation is the amount of damage suffered by a  Colony, usually from Orbital Bombardment. Experiencing too much Devastation negatively affects multiple areas, for example  Housing,  Amenities, and  Job production.\n\nDevastation is slowly decreased over time as the  Colony is repaired.\n\nThe  Colony View shows the current level of Devastation.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/housing","https://stellarisdb.com/concepts/amenities","https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/colony-view"]},{"key":"concept_shipyard","name":"Shipyard","url":"https://stellarisdb.com/concepts/shipyard","category":"Conquest","aliases":["concept_shipyards"],"text":"A Shipyard is a Starbase equippped with a Shipyard module, which makes it capable of producing both Utility Ships and Military Ships.\n\nThe building of ships is handled in the  Starbase View.","links":["https://stellarisdb.com/concepts/starbase","https://stellarisdb.com/concepts/civilian-ship","https://stellarisdb.com/concepts/military-ship","https://stellarisdb.com/concepts/starbase-view"]},{"key":"concept_anomaly","name":"Anomaly","url":"https://stellarisdb.com/concepts/anomaly","category":"Exploration","aliases":["concept_anomalies"],"text":"An  Anomaly is a mysterious discovery found by  Science Ships during  Systems surveys. Investigating one may yield rewards or uncover dangers.\n\nAnomalies are studied by assigning a  Scientist to them, with investigation time depending on their skill level and the difficulty of the Anomaly.\n\nThey appear on the  Galaxy Map when a Science Ship is selected, and are listed in the Situation Log tab of the  Situation Log View.","links":["https://stellarisdb.com/concepts/science-ship","https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/galaxy-map","https://stellarisdb.com/concepts/situation-log-view"]},{"key":"concept_situation","name":"Situation","url":"https://stellarisdb.com/concepts/situation","category":"Empire","aliases":["concept_situations"],"text":"Situations are emerging multi-stage circumstances that empires may find themselves in.\n\nBy adopting various approaches, they can be navigated to gain great rewards or just mitigate disaster. Situations are listed in the Situation Log tab of the  Situation Log View.","links":["https://stellarisdb.com/concepts/situation-log-view"]},{"key":"concept_archaeology_site","name":"Archaeology Site","url":"https://stellarisdb.com/concepts/archaeology-site","category":"Exploration","aliases":["concept_archaeology_sites"],"text":"Archaeology Site are remnants of ancient civilizations, battle wreckage, or other points of interest. Crewed  Science Ships can excavate them to uncover their secrets.","links":["https://stellarisdb.com/concepts/science-ship"]},{"key":"concept_empire","name":"Empire","url":"https://stellarisdb.com/concepts/empire","category":"Empire","aliases":["concept_empires"],"text":"An Empire is a galactic power controlling at least one  System and typically seeking to expand its influence across the stars. The Ethics, Authority, and Civics shape their policies and behavior.\n\nInteractions between Empires occur through diplomacy, trade, or conflict.\n\nThe expansion of Empires is visible in the  Galaxy Map.\n\nThey can be contacted through their flag or the Contacts tab of the  Contacts View.","links":["https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/ethic","https://stellarisdb.com/concepts/authority","https://stellarisdb.com/concepts/civic","https://stellarisdb.com/concepts/galaxy-map","https://stellarisdb.com/concepts/contacts-view"]},{"key":"concept_defense_platform","name":"Defense Platform","url":"https://stellarisdb.com/concepts/defense-platform","category":"Conquest","aliases":["concept_defense_platforms"],"text":"Defense Platforms are deep-space installations that protect Starbases, often delaying attackers until a defensive Fleet arrives.\n\nThe largest Defense Platforms are vast structures, housing thousands and armed with firepower comparable to a fleet. They are designed in the Ship Designer tab of the  Fleet Management View.","links":["https://stellarisdb.com/concepts/starbase","https://stellarisdb.com/concepts/fleet","https://stellarisdb.com/concepts/fleet-management"]},{"key":"concept_component","name":"Component","url":"https://stellarisdb.com/concepts/component","category":"Conquest","aliases":["concept_components"],"text":"Components are the individual systems and modules that define the capabilities of a Ship, including weapons, defenses, hyperdrives, and utility systems.\n\nThey are unlocked by researching new Technologies, and are equipped in the Ship Designer tab of the  Fleet Management View.\n\n Science Ships automatically use the most advanced Components available.","links":["https://stellarisdb.com/concepts/ship","https://stellarisdb.com/concepts/technology","https://stellarisdb.com/concepts/fleet-management","https://stellarisdb.com/concepts/science-ship"]},{"key":"concept_habitat","name":"Habitat","url":"https://stellarisdb.com/concepts/habitat","category":"Colony","aliases":["concept_habitats"],"text":"Habitats are deep-space arcologies.\n\nThey are built as Megastructures using a  Construction Ship, after which they can be turned into  Colonies.\n\nThe available  Districts are determined by the Resource Deposits within the  System.","links":["https://stellarisdb.com/concepts/megastructure","https://stellarisdb.com/concepts/construction-ship","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/district","https://stellarisdb.com/concepts/system"]},{"key":"concept_housing","name":"Housing","url":"https://stellarisdb.com/concepts/housing","category":"Colony","aliases":[],"text":"Housing represents the infrastructure that accommodates the population of a  Colony. Insufficient Housing causes penalties to  Stability and may trigger Emigration.\n\nHousing can be increased by constructing  Districts and certain  Buildings. Higher Housing also improves Planet Capacity, which can influence biological pop growth rates.\n\nCertain  District Specializations for City Districts can lower the Housing provided by each City District.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/stability","https://stellarisdb.com/concepts/district","https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/planet-capacity","https://stellarisdb.com/concepts/district-specialization"]},{"key":"concept_planet_size","name":"Planet Size","url":"https://stellarisdb.com/concepts/planet-size","category":"Colony","aliases":[],"text":"Planet Size dictates how many  Districts the  Colony can support. A large planet can support more  Districts, which can be built and specialized to provide  Jobs.","links":["https://stellarisdb.com/concepts/district","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/job"]},{"key":"concept_planet_capacity","name":"Planet Capacity","url":"https://stellarisdb.com/concepts/planet-capacity","category":"Colony","aliases":[],"text":"Planet Capacity is determined by  Housing and additional space from undeveloped  Districts, which varies with the habitability of the  Planet. Clearing  Blockers can further increase capacity.\n\n Biological Pops grow fastest at mid-capacity, benefiting from growth bonuses, but face penalties as the  Colony nears its limit.","links":["https://stellarisdb.com/concepts/housing","https://stellarisdb.com/concepts/district","https://stellarisdb.com/concepts/planet","https://stellarisdb.com/concepts/blocker","https://stellarisdb.com/concepts/colony"]},{"key":"concept_stability","name":"Stability","url":"https://stellarisdb.com/concepts/stability","category":"Colony","aliases":[],"text":"Stability reflects the political stability of a  Colony, primarily influenced by the  Pop Approval Rating of its population.\n\nLow Stability can result from issues like insufficient  Housing, low  Amenities, or high  Crime. This imposes penalties and increases the risk of negative events or a Revolt.\n\nHigh Stability boosts resource production.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/pop-approval-rating","https://stellarisdb.com/concepts/housing","https://stellarisdb.com/concepts/amenities","https://stellarisdb.com/concepts/crime"]},{"key":"concept_amenities","name":"Amenities","url":"https://stellarisdb.com/concepts/amenities","category":"Colony","aliases":[],"text":"Amenities represent the infrastructure and jobs that fulfill the daily needs of a population.\n\nA  Colony lacking sufficient Amenities suffers penalties to  Happiness. Amenities can be increased by assigning  Pops to  Jobs, such as Entertainers.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/happiness","https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/job"]},{"key":"concept_crime","name":"Crime","url":"https://stellarisdb.com/concepts/crime","category":"Colony","aliases":[],"text":"Crime reflects the level of criminal activity and lawlessness of a  Colony.\n\nHigh Crime can trigger negative events and lower  Stability.\n\nCrime is influenced by large populations. It can be reduced by increasing  Happiness or by assigning  Pops to  Jobs, such as Enforcers.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/stability","https://stellarisdb.com/concepts/happiness","https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/job"]},{"key":"concept_happiness","name":"Happiness","url":"https://stellarisdb.com/concepts/happiness","category":"Colony","aliases":[],"text":"Happiness is a measure of the overall satisfaction of  Pops, influenced by factors such as Living Standards, Edicts, and various Planet Modifiers.\n\nHigh Happiness increases  Stability which in turn increases  Job output, while low Happiness decreases Stability.\n\nCombined with  Political Power, Happiness determines the  Pop Approval Rating.\n\nPops that lack Happiness count as having a constant 50% Happiness.","links":["https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/living-standard","https://stellarisdb.com/concepts/edicts","https://stellarisdb.com/concepts/modifier","https://stellarisdb.com/concepts/stability","https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/political-power","https://stellarisdb.com/concepts/pop-approval-rating"]},{"key":"concept_pop_approval_rating","name":"Pop Approval Rating","url":"https://stellarisdb.com/concepts/pop-approval-rating","category":"Colony","aliases":[],"text":"The  Pop Approval Rating represents the average  Happiness of all  Pops of a  Colony, weighted by their  Political Power.\n\nPops with greater Political Power, such as  Elites under most living standards, have a stronger influence on the rating.\n\nLow Pop Approval Rating reduces  Stability and can lead to increased  Crime.","links":["https://stellarisdb.com/concepts/happiness","https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/political-power","https://stellarisdb.com/concepts/stability","https://stellarisdb.com/concepts/crime"]},{"key":"concept_terraforming","name":"Terraforming","url":"https://stellarisdb.com/concepts/terraforming","category":"Exploration","aliases":[],"text":"Terraforming is the process of transforming an  Planet within the borders of an Empire into something more habitable.\n\nThis typically requires specific Technologies and a significant investment of  Energy Credits.\n\nWith advanced Technologies, even inhabited planets can be terraformed to better suit the preferred climates of the Species living there.","links":["https://stellarisdb.com/concepts/planet","https://stellarisdb.com/concepts/empire","https://stellarisdb.com/concepts/technology","https://stellarisdb.com/concepts/energy","https://stellarisdb.com/concepts/species"]},{"key":"concept_space_fauna","name":"Space Fauna","url":"https://stellarisdb.com/concepts/space-fauna","category":"Conquest","aliases":[],"text":"Space Fauna are non-empire creatures and entities encountered in space.\n\nSome are peaceful unless provoked, while others are inherently hostile.","links":[]},{"key":"concept_official","name":"Official","url":"https://stellarisdb.com/concepts/official","category":"Development","aliases":["concept_officials"],"text":"Officials are administrative Leaders who oversee governance and policy implementation within an empire. They play a crucial role in maintaining  Stability, enforcing laws, and optimizing  Colony or  Sector management as a Governor. They may also work to improve cohesion in an interstellar Federation.\n\nThe effectiveness of an Officials may be influenced by Leader Traits or other factors, making their management an important factor in maintaining a well-functioning administration.","links":["https://stellarisdb.com/concepts/leader","https://stellarisdb.com/concepts/stability","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/sector","https://stellarisdb.com/concepts/governor","https://stellarisdb.com/concepts/federation","https://stellarisdb.com/concepts/leader-trait"]},{"key":"concept_commander","name":"Commander","url":"https://stellarisdb.com/concepts/commander","category":"Conquest","aliases":["concept_commanders"],"text":"Commanders are military Leaders responsible for directing Fleets and overseeing naval operations. They play a vital role in space combat and strategic planning.\n\nThe effectiveness of an Commander may be influenced by Leader Traits or other factors. Proper assignment and management of commanders can significantly boost fleet performance and military strength, and as a Governor, they can also enhance colony administration.","links":["https://stellarisdb.com/concepts/leader","https://stellarisdb.com/concepts/fleet","https://stellarisdb.com/concepts/leader-trait","https://stellarisdb.com/concepts/governor"]},{"key":"concept_scientist","name":"Scientist","url":"https://stellarisdb.com/concepts/scientist","category":"Exploration","aliases":["concept_scientists"],"text":"Scientists are research-focused Leaders who drive scientific progress, exploration, and technological innovation within an empire. They lead Research efforts, command  Science Ships, and analyze  Anomalies or  Archaeology Site across the galaxy.\n\nThe effectiveness of an Scientist may be influenced by Leader Traits, experience level, and area of expertise. Assigning skilled scientists to exploratory missions can accelerate progress, and as a Governor, they can also enhance colony administration.","links":["https://stellarisdb.com/concepts/leader","https://stellarisdb.com/concepts/research","https://stellarisdb.com/concepts/science-ship","https://stellarisdb.com/concepts/anomaly","https://stellarisdb.com/concepts/archaeology-site","https://stellarisdb.com/concepts/leader-trait","https://stellarisdb.com/concepts/governor"]},{"key":"concept_blocker","name":"Blocker","url":"https://stellarisdb.com/concepts/blocker","category":"Colony","aliases":["concept_blockers"],"text":"A Blocker is a planetary feature that obstructs other features or prevents certain Districts from being constructed on a Colony.\n\nSome Blockers can be cleared at a resource cost, often requiring specific Technologies. They are managed in the Colony View.","links":["https://stellarisdb.com/concepts/district","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/technology","https://stellarisdb.com/concepts/colony-view"]},{"key":"concept_event_chain","name":"Event Chain","url":"https://stellarisdb.com/concepts/event-chain","category":"Empire","aliases":["concept_event_chains"],"text":"Event Chains are interconnected sequences of events that unfold over time, often triggered by exploration,  Anomalies, or empire decisions.\n\nEvent chains may involve scientific discoveries, political intrigue, or galactic mysteries, sometimes leading to powerful rewards or dangerous threats. Careful decision-making is essential, as individual choices can have a lasting impact on an empire's future. Chains are listed in the Situation Log tab of the  Situation Log View.","links":["https://stellarisdb.com/concepts/anomaly","https://stellarisdb.com/concepts/situation-log-view"]},{"key":"concept_special_project","name":"Special Project","url":"https://stellarisdb.com/concepts/special-project","category":"Empire","aliases":["concept_special_projects"],"text":"Special Projects are unique Research initiatives that require dedicated effort to complete, temporarily halting progress in a given scientific field.\n\nCompleting Special Projects can yield powerful benefits, making them a key component of exploration and expansion.","links":["https://stellarisdb.com/concepts/research"]},{"key":"concept_milestone","name":"Milestone","url":"https://stellarisdb.com/concepts/milestone","category":"Empire","aliases":["concept_milestones"],"text":"Milestones are significant events and achievements that mark key moments in an empire's journey, providing a chronological record of its expansion, discoveries, and conflicts.\n\nTracking Milestones offers insight into an empire's growth and strategic decisions. They are visible in the Timeline in the Empire Focus tab of the  Situation Log View.","links":["https://stellarisdb.com/concepts/situation-log-view"]},{"key":"concept_empire_focus","name":"Empire Focus","url":"https://stellarisdb.com/concepts/empire-focus","category":"Empire","aliases":["concept_empire_focuses"],"text":"Empire Focuses represent high-level strategic priorities that guide an empire's development and decision-making.\n\nEmpires can pursue different focuses, such as Exploration for scientific advancement and discovery, Conquest for military dominance, and Development for economic and diplomatic growth. Completion of Focus Tasks will progress the associated Focus and lead to new guaranteed Technologies.\n\nTasks and Focuses are visible in the Empire Focus tab of the  Situation Log View.","links":["https://stellarisdb.com/concepts/technology","https://stellarisdb.com/concepts/situation-log-view"]},{"key":"concept_scoreboard","name":"Scoreboard","url":"https://stellarisdb.com/concepts/scoreboard","category":null,"aliases":[],"text":"The Scoreboard offers a broad measure of an empire's standing within the great game of the stars, reflecting achievements across science, economy, military strength, and diplomatic influence.\n\nThough not definitive, it serves as a ledger of interstellar ambition, a way to glimpse who thrives, who endures, and who merely survives. In the quiet corridors of power, such comparisons are never without consequence.","links":[]},{"key":"concept_living_standard","name":"Living Standard","url":"https://stellarisdb.com/concepts/living-standard","category":"Development","aliases":["concept_living_standards"],"text":"Living Standards determine the quality of life afforded to different  Pops within an empire, influencing their  Happiness and overall  Political Power. Living Standards are dictated by government Policies and can vary based on Species classification, Ethics, and economic priorities.\n\nHigher living standards require greater resource investment, while lower standards reduce upkeep costs at the expense of  Stability and worker satisfaction. They can be set in the Species View.","links":["https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/happiness","https://stellarisdb.com/concepts/political-power","https://stellarisdb.com/concepts/policies","https://stellarisdb.com/concepts/species","https://stellarisdb.com/concepts/ethic","https://stellarisdb.com/concepts/stability","https://stellarisdb.com/concepts/species-view"]},{"key":"concept_political_power","name":"Political Power","url":"https://stellarisdb.com/concepts/political-power","category":"Empire","aliases":[],"text":"Political Power represents the influence that individual  Pops exert within an empire. A pop's Political Power can vary based on its strata and  Job.\n\nHigher Political Power grants greater weight in Faction influence and Democratic Election outcomes, making certain pop groups more impactful in shaping policy. Authoritarian empires often concentrate political power among ruling elites, while democratic and egalitarian societies distribute it more evenly across their population.","links":["https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/faction","https://stellarisdb.com/concepts/democratic-election"]},{"key":"concept_debris","name":"Debris","url":"https://stellarisdb.com/concepts/debris","category":"Exploration","aliases":[],"text":"Drifting wreckage and shattered hulls, the silent echoes of spaceborne conflict, Debris that is left from space battles is tracked as a timed Special Project.\n\nAssigning a  Science Ship to investigate the Debris can lead to insights into new Technologies.","links":["https://stellarisdb.com/concepts/special-project","https://stellarisdb.com/concepts/science-ship","https://stellarisdb.com/concepts/technology"]},{"key":"concept_council","name":"Council","url":"https://stellarisdb.com/concepts/council","category":"Empire","aliases":[],"text":"The Council represents the leadership of the Empire, consisting of the Ruler and up to five additional Councilors. Each council position can be filled by a Leader, with some Leader Traits granting empire-wide bonuses.\n\nThe Council is also responsible for enacting Agendas.\n\nCouncil management and appointments are handled in the Council tab of the  Government View.","links":["https://stellarisdb.com/concepts/empire","https://stellarisdb.com/concepts/leader","https://stellarisdb.com/concepts/leader-trait","https://stellarisdb.com/concepts/agenda","https://stellarisdb.com/concepts/government-view"]},{"key":"concept_agenda","name":"Agenda","url":"https://stellarisdb.com/concepts/agenda","category":"Empire","aliases":["concept_agendas"],"text":"An Agenda represents the current strategic focus of the Council, shaping the empire's priorities and long-term goals. Agendas provide some benefits during preparation, and more powerful bonuses when they are launched.\n\nThe available Agendas and their effects vary depending on the ruling Authority, adopted Traditions, and more.\n\nAgendas are managed in the Council tab of the  Government View.","links":["https://stellarisdb.com/concepts/council","https://stellarisdb.com/concepts/authority","https://stellarisdb.com/concepts/traditions","https://stellarisdb.com/concepts/government-view"]},{"key":"concept_trade","name":"Trade","url":"https://stellarisdb.com/concepts/trade","category":"Resource","aliases":[],"text":"Trade represents the everyday economic activity, flow of commerce, and logistics capacity within an Empire.\n\nIt is used for Ship Upkeep, Colony Upkeep, and to buy other resources.\n\nTo increase:\n- Construct  Buildings with  Jobs that produce  Trade\n- Build  Mining Stations on interstellar trade deposits\n- Sell resources on the  Market","links":["https://stellarisdb.com/concepts/empire","https://stellarisdb.com/concepts/ship-upkeep","https://stellarisdb.com/concepts/colony-upkeep","https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/mining-station","https://stellarisdb.com/concepts/market"]},{"key":"concept_research","name":"Research","url":"https://stellarisdb.com/concepts/research","category":"Exploration","aliases":[],"text":"Research is the process of advancing scientific knowledge across three primary fields:  Physics Research,  Society Research, and  Engineering Research. Each field develops separately, producing new Technologies.\n\nResearch speed may be influenced by empire-wide conditions, Leader Traits, or external factors such as Research Agreements.","links":["https://stellarisdb.com/concepts/physics-research","https://stellarisdb.com/concepts/society-research","https://stellarisdb.com/concepts/engineering-research","https://stellarisdb.com/concepts/technology","https://stellarisdb.com/concepts/leader-trait","https://stellarisdb.com/concepts/diplomatic-pact"]},{"key":"concept_modifier","name":"Modifier","url":"https://stellarisdb.com/concepts/modifier","category":"Empire","aliases":["concept_modifiers","concept_empire_modifier","concept_empire_modifiers","concept_planet_modifier","concept_planet_modifiers"],"text":"Modifiers are bonuses or penalties that typically arise from decisions made during  Anomalies or Event Chains.\n\nThey can be temporary or permanent and may apply to the entire empire or a specific part of it, such as a planet.\n\nModifiers affecting the entire empire are displayed in the Empire of the  Empire View, while those specific to planets appear in the  Colony View.","links":["https://stellarisdb.com/concepts/anomaly","https://stellarisdb.com/concepts/event-chain","https://stellarisdb.com/concepts/empire-view","https://stellarisdb.com/concepts/colony-view"]},{"key":"concept_diplomacy","name":"Diplomacy","url":"https://stellarisdb.com/concepts/diplomacy","category":"Development","aliases":[],"text":"Diplomacy governs how empires interact with one another, encompassing everything from trade agreements and alliances to Rivals and Wars. Diplomatic actions are influenced by factors such as Ethics, Authorities, relative power, and mutual interests.\n\nEmpires can improve relations through Envoys, form Diplomatic Pacts, or engage in galactic politics through a Federation and the Galactic Community.","links":["https://stellarisdb.com/concepts/rival","https://stellarisdb.com/concepts/war","https://stellarisdb.com/concepts/ethic","https://stellarisdb.com/concepts/authority","https://stellarisdb.com/concepts/envoy","https://stellarisdb.com/concepts/diplomatic-pact","https://stellarisdb.com/concepts/federation","https://stellarisdb.com/concepts/galactic-community"]},{"key":"concept_subject_agreement","name":"Subject Agreement","url":"https://stellarisdb.com/concepts/subject-agreement","category":"Conquest","aliases":["concept_subject_agreements"],"text":"Subject Agreements define the terms of subjugation between an overlord and their vassal, determining levels of autonomy, resource contributions, and military obligations. These agreements can be customized to create anything from tightly controlled subject states to semi-independent allies.\n\nSubject Agreements can be negotiated in the Agreements tab of the  Contacts View.","links":["https://stellarisdb.com/concepts/contacts-view"]},{"key":"concept_subject","name":"Subject","url":"https://stellarisdb.com/concepts/subject","category":"Conquest","aliases":["concept_subjects"],"text":"Subjects are vassal empires under the authority of an overlord empire. While subjects retain their own government and fleets, their actions are limited by the Subject Agreement agreed upon with their overlord.","links":["https://stellarisdb.com/concepts/subject-agreement"]},{"key":"concept_relic","name":"Relic","url":"https://stellarisdb.com/concepts/relic","category":"Exploration","aliases":["concept_relics"],"text":"Relics are powerful artifacts from ancient civilizations, granting unique benefits to those who possess them.\n\nThey can be discovered at  Archaeology Site locations, obtained by completing major Event Chains, or seized from defeated empires that already own them.\n\nRelics grant constant passive effects, and can be activated for more powerful time-limited effects. They can be managed in the Relics tab of the  Discoveries View.","links":["https://stellarisdb.com/concepts/archaeology-site","https://stellarisdb.com/concepts/event-chain","https://stellarisdb.com/concepts/discoveries-view"]},{"key":"concept_denizen","name":"Denizen","url":"https://stellarisdb.com/concepts/denizen","category":"Colony","aliases":[],"text":"Denizens are the everyday inhabitants of an empire. Those who live, work, and exist within its vast systems without holding positions of power or specialization. Whether born of flesh, code, or collective will, they are the living substrate of civilization.\n\nCivilians and Maintenance Drones are examples of Denizens.","links":[]},{"key":"concept_astral_action","name":"Astral Action","url":"https://stellarisdb.com/concepts/astral-action","category":null,"aliases":["concept_astral_actions"],"text":"Astral Actions are specialized abilities that allow empires to interact with the fabric of space in unique ways, often harnessing astral phenomena for strategic advantage.\n\nAstral Actions are typically unlocked by exploring Astral Rifts.","links":["https://stellarisdb.com/concepts/astral-rift"]},{"key":"concept_minor_artifact","name":"Minor Artifact","url":"https://stellarisdb.com/concepts/minor-artifact","category":null,"aliases":["concept_minor_artifacts"],"text":"Minor Artifacts are remnants of ancient civilizations, typically recovered through  Archaeology Site excavations. While individually less potent than Relics, they can be used in various ways, such as activating unique empire bonuses or trading for valuable resources.\n\nThe utility of minor artifacts depends on an empire's technological progress and policies, with some paths allowing them to be repurposed for cultural enrichment, scientific breakthroughs, or even military applications. They are managed in the  Discoveries View.","links":["https://stellarisdb.com/concepts/archaeology-site","https://stellarisdb.com/concepts/discoveries-view"]},{"key":"concept_crisis","name":"Crisis","url":"https://stellarisdb.com/concepts/crisis","category":null,"aliases":[],"text":"A Crisis marks the rise of an empire into a threat of unparalleled magnitude, an existential force fueled by forbidden power and apocalyptic technology.\n\nThose who tread this path invite the united opposition of the galaxy, for theirs is a course of inevitable reckoning.","links":[]},{"key":"concept_overlord_holding","name":"Overlord Holding","url":"https://stellarisdb.com/concepts/overlord-holding","category":"Colony","aliases":["concept_overlord_holdings"],"text":"Overlord Holdings are specialized installations established by overlord empires on the worlds of their subjects. These structures enable the projection of influence, extraction of resources, or provision of services, each reinforcing the overlord's authority in distinct ways.\n\nThe type and number of Overlord Holdings are determined by the terms of the Subject Agreement, and their effects vary depending on the overlord's Civics, Ethics, and strategic priorities. While beneficial to the overlord, holdings may stir resentment among subjects, especially when perceived as exploitative or intrusive.","links":["https://stellarisdb.com/concepts/subject-agreement","https://stellarisdb.com/concepts/civic","https://stellarisdb.com/concepts/ethic"]},{"key":"concept_war","name":"War","url":"https://stellarisdb.com/concepts/war","category":"Conquest","aliases":["concept_wars","concept_total_war"],"text":"War is the formal state of armed conflict between empires, undertaken to pursue specific objectives, whether to enforce Claims, redress grievances, or reshape the galactic order. War is justified by a Casus Belli, which determines its aims and permissible outcomes.\n\nWars conclude through surrender, where one side accepts the other's terms, or through Status Quo Peace, in which gains are limited to systems occupied at the time of agreement. As conflict drags on, War Exhaustion accumulates, increasing pressure to end hostilities. Though costly, war remains a decisive tool for shaping the fate of empires.","links":["https://stellarisdb.com/concepts/claim","https://stellarisdb.com/concepts/peace"]},{"key":"concept_peace","name":"Peace","url":"https://stellarisdb.com/concepts/peace","category":"Conquest","aliases":[],"text":"Peace is the formal cessation of hostilities between empires, typically resulting in the enforcement of war goals, territorial exchanges, or the imposition of new political arrangements. Peace may be enforced through surrender or arise by mutual exhaustion.\n\nThe terms of peace shape the postwar order, establishing borders, subjugating empires, or seeding future conflict.","links":[]},{"key":"concept_galactic_community","name":"Galactic Community","url":"https://stellarisdb.com/concepts/galactic-community","category":"Development","aliases":[],"text":"The Galactic Community is a pan-galactic legislative body formed by member empires to promote cooperation, establish interstellar norms, and address common threats. Through the proposal and passage of resolutions, the Community exerts soft power over its members, regulating War, commerce, and societal values on a galactic scale.\n\nEmpires may gain influence within the Community by assigning Envoys and accruing Diplomatic Weight. While ostensibly a forum for unity, the Community is often a theatre for rivalry, backroom negotiation, and the pursuit of hegemonic agendas under the guise of collective governance.","links":["https://stellarisdb.com/concepts/war","https://stellarisdb.com/concepts/envoy"]},{"key":"concept_galactic_council","name":"Galactic Council","url":"https://stellarisdb.com/concepts/galactic-council","category":"Development","aliases":[],"text":"The Galactic Council is an elite governing body within the Galactic Community, composed of the most powerful member empires by Diplomatic Weight. Council members wield special privileges, including the ability to propose emergency measures, veto resolutions, and steer the galactic agenda.\n\nCouncil seats are limited and subject to change, with membership determined by relative diplomatic power. While intended to safeguard galactic order, the Council often becomes a crucible of ambition, where the strong entrench their dominance and the weak conspire to break it.","links":["https://stellarisdb.com/concepts/galactic-community"]},{"key":"concept_favor","name":"Favor","url":"https://stellarisdb.com/concepts/favor","category":"Development","aliases":["concept_favors"],"text":"Favors are diplomatic instruments representing a debt of influence owed by one empire to another, often earned through participation in galactic events. They serve as a form of political currency within the Galactic Community and broader diplomatic landscape.\n\nFavors can be expended to sway votes, strengthen diplomatic proposals, or gain leverage in negotiations.","links":[]},{"key":"concept_first_contact","name":"First Contact","url":"https://stellarisdb.com/concepts/first-contact","category":"Development","aliases":["concept_first_contacts"],"text":"A First Contact marks the initial encounter between previously unacquainted civilizations. These moments of revelation can lead to Diplomacy, suspicion, or conflict, depending on the nature and disposition of those involved.\n\nThe First Contact process involves deciphering alien communications, managing potential incidents, and determining an empire's posture toward the unknown.","links":["https://stellarisdb.com/concepts/diplomacy"]},{"key":"concept_branch_office","name":"Branch Office","url":"https://stellarisdb.com/concepts/branch-office","category":null,"aliases":["concept_branch_offices"],"text":"Branch Offices provide a percentage of the target world's  Trade as  Energy Credits to the Corporate owner.\n\nUp to 4 branch office buildings can be constructed in the  Colony View of the target world, with additional slots unlocked by capital upgrades.","links":["https://stellarisdb.com/concepts/trade","https://stellarisdb.com/concepts/energy","https://stellarisdb.com/concepts/colony-view"]},{"key":"concept_workforce","name":"Workforce","url":"https://stellarisdb.com/concepts/workforce","category":"Development","aliases":[],"text":"Workforce represents the collective labor capacity of a  Colony, reflecting the number of individuals available to perform various tasks essential to the empire's functioning.\n\n Pops are organized into groups based on shared characteristics such as Species, social strata, and Ethics. Each group contributes to the planet's Workforce, which is then allocated to fill available  Jobs.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/species","https://stellarisdb.com/concepts/ethic","https://stellarisdb.com/concepts/job"]},{"key":"concept_automodding_malleable","name":"Malleable Genes Auto-Mod Trait List","url":"https://stellarisdb.com/concepts/automodding-malleable","category":null,"aliases":[],"text":"- Malleable Claws\n- Malleable Insulators\n- Malleable Plows\n- Malleable Cortex\n- Malleable Sense Organs\n- Malleable Calluses\n- Malleable Pheromones\n- Malleable Harmonics","links":[]},{"key":"concept_malleable_genes","name":"Malleable Genes","url":"https://stellarisdb.com/concepts/malleable-genes","category":null,"aliases":[],"text":"Species with this Trait cannot be Genetically Modified\nAuto-Modding Traits automatically adjust to better suit the job that a  Pop is currently working. Malleable Genes picks modifiers from the Malleable Genes Auto-Mod Trait List","links":["https://stellarisdb.com/concepts/automodding-trait","https://stellarisdb.com/concepts/automodding-malleable"]},{"key":"concept_adaptive_evolution","name":"Adaptive Evolution","url":"https://stellarisdb.com/concepts/adaptive-evolution","category":null,"aliases":[],"text":"The situation progresses as DNA of other lifeforms is consumed.\nOn Complete:\n - Choose a new species trait based on the species recently consumed\nProgressed by:\n - Colonizing new planets\n - Purging or keeping other species as livestock\n - Keeping other species within your Empire as slaves or at a higher standard\n - Employing alien leaders on your Council\n - Keeping Biological Vassals\n - Forming Commercial Pacts as a MegaCorp\n - Encountering alien life through events","links":[]},{"key":"concept_genetic_soup","name":"Genetic Soup","url":"https://stellarisdb.com/concepts/genetic-soup","category":null,"aliases":[],"text":"Monthly Adaptive Evolution Situation Progress: +10\n\nSince time immemorial this world has produced genetic oddities. There is no end to the variety that inhabits these lands.","links":[]},{"key":"concept_evopred_genetic_insights","name":"Genetic Insights","url":"https://stellarisdb.com/concepts/evopred-genetic-insights","category":null,"aliases":[],"text":"Genetic Insights can be gained by:\n - Colonizing new planets\n - Purging or keeping other species as Livestock\n - Keeping other species within our Empire as slaves or better\n - Employing alien leaders on our Council\n - Keeping vassals with Genetic Tithe Agreeement\n - For Megacorps, maintaining Commercial Pacts\n - Encountering alien life through events","links":["https://stellarisdb.com/concepts/council"]},{"key":"concept_biological_ship","name":"Biological Ships","url":"https://stellarisdb.com/concepts/biological-ship","category":null,"aliases":["concept_biological_ships"],"text":"- Biological ships use specialized combat ship classes with clearly defined roles and three growth stages. \n- Construction costs primarily use  Food instead of  Alloys \n- Upkeep costs primarily use  Food upkeep instead of  Energy Credits. \n- Depend on Biology technologies instead of Voidcraft technologies. \n--------------\nLiving vessels composed of massive, undulating muscle fibers filled with bioluminescent organelles release energy-rich compounds to produce bursts of light and heat for propulsion.","links":[]},{"key":"concept_climate_category","name":"Climate Category","url":"https://stellarisdb.com/concepts/climate-category","category":null,"aliases":[],"text":"Habitable planets are split into three climate categories:\n- Wet:\n - Continental\n - Ocean\n - Tropical\n- Cold:\n - Alpine\n - Arctic\n - Tundra\n- Dry:\n - Arid\n - Desert\n - Savanna","links":[]},{"key":"concept_district_specialization","name":"District Specialization","url":"https://stellarisdb.com/concepts/district-specialization","category":"Colony","aliases":["concept_district_specializations"],"text":"District Specializations determine the  Jobs provided by each  District, and most add space for additional  Buildings.","links":["https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/district","https://stellarisdb.com/concepts/building"]},{"key":"concept_strategic_resources","name":"Strategic Resources","url":"https://stellarisdb.com/concepts/strategic-resources","category":"Development","aliases":[],"text":"Strategic Resources are rare and potent substances critical to advanced technologies, infrastructure, and starship systems.\n\nExamples include  Volatile Motes,  Exotic Gases, and  Rare Crystals.\n\nRare Resources are even more valuable or and esoteric substances with particularly advanced applications. Among other things, Rare and Strategic Resources are used to construct Utility Ships, Military Ships, Starbases, and Megastructures.\n\nTo increase:\n- Build  Mixed Industry or  Heavy Industry\n- Construct associated Buildings\n- Buy on the  Market","links":["https://stellarisdb.com/concepts/civilian-ship","https://stellarisdb.com/concepts/military-ship","https://stellarisdb.com/concepts/starbase","https://stellarisdb.com/concepts/megastructure","https://stellarisdb.com/concepts/market"]},{"key":"concept_vacuum_flower_star_effects","name":"Star Effects","url":"https://stellarisdb.com/concepts/vacuum-flower-star-effects","category":null,"aliases":[],"text":"The bonus granted depends on the star class of your capital system:\n\n- Class B: +75 Alloys\n- Class A: +150 Consumer Goods\n- Class F: +300 Food\n- Class G: +300 Energy\n- Class K: +300 Minerals\n- Class M: +30 Rare Crystals\n- Red Giant: +15 Living Metal\n- Brown Dwarf: +30 Volatile Motes\n- Pulsar: +15 Zro\n- Black Hole: +15 Dark Matter\n- Neutron Star: +15 Nanites\n- Viridescent Lightbringer: +30 Exotic Gases\n- Ancient Rift: +15 Astral Threads\n\nBinary and trinary systems grant the combined effects of their component star types.","links":[]},{"key":"concept_angler","name":"Anglers","url":"https://stellarisdb.com/concepts/angler","category":null,"aliases":[],"text":"Anglers are Farmer Jobs that produce  Food and  Trade.\n\nHook and line are things of the past, but sustainably growing and hauling food out of nature takes equal patience, much planning, and great care.","links":[]},{"key":"concept_archaeoengineers","name":"Archaeo-Engineers","url":"https://stellarisdb.com/concepts/archaeoengineers","category":null,"aliases":[],"text":"Archaeo-Engineers turn  Consumer Goods into    Research Points.\n\nSometimes, it belongs in a warship, not a museum.","links":[]},{"key":"concept_artisan","name":"Artisan","url":"https://stellarisdb.com/concepts/artisan","category":null,"aliases":[],"text":"Artisans turn  Minerals into  Consumer Goods.\n\nSkilled craft workers that manufacture domestic and luxury goods of various types.","links":[]},{"key":"concept_bio_trophy","name":"Bio-Trophy","url":"https://stellarisdb.com/concepts/bio-trophy","category":null,"aliases":["concept_bio_trophies"],"text":"Bio-Trophies turn  Consumer Goods into  Unity and increase Job Efficiency for Complex Drones\n\nSkilled craft workers that manufacture domestic and luxury goods of various types.","links":[]},{"key":"concept_broken_shackles_scavenger","name":"Scavengers","url":"https://stellarisdb.com/concepts/broken-shackles-scavenger","category":null,"aliases":[],"text":"Scavengers produce small amounts of  Alloys,  Amenities, and    Research Points.\n\nScavengers explore the ruins of the Crashed Slaver Ship for anything of value.","links":[]},{"key":"concept_bureaucrat","name":"Bureaucrats","url":"https://stellarisdb.com/concepts/bureaucrat","category":null,"aliases":[],"text":"Bureaucrats turn  Consumer Goods into  Unity.\n\nFulfilling the bureaucratic demands of an empire is a daunting task that requires dedicated and highly trained individuals.","links":[]},{"key":"concept_clerk","name":"Clerk","url":"https://stellarisdb.com/concepts/clerk","category":null,"aliases":["concept_clerks"],"text":"Clerks produce  Trade and  Amenities.\n\nWhite-collar workers perform the various administrative office tasks that are crucial to any sufficiently complex working environment. A hopelessly outdated profession.","links":[]},{"key":"concept_colonist","name":"Colonists","url":"https://stellarisdb.com/concepts/colonist","category":null,"aliases":[],"text":"Colonists produce a small amount of  Food (or  Minerals) and  Amenities, and spawn Defense Armies.\n\nThe settling of a new world is no easy undertaking.","links":[]},{"key":"concept_death_priest","name":"Death Priest","url":"https://stellarisdb.com/concepts/death-priest","category":null,"aliases":[],"text":"Death Priests are Bureaucrat Jobs that turn  Consumer Goods into Unity, Society Research, and  Amenities\n\nThe spiritual guidance of the masses is ensured by those who will - when called upon - make sacrifices of their most devout pupils.","links":["https://stellarisdb.com/concepts/unity","https://stellarisdb.com/concepts/society-research"]},{"key":"concept_entertainer","name":"Entertainers","url":"https://stellarisdb.com/concepts/entertainer","category":null,"aliases":[],"text":"Entertainers turn  Consumer Goods into  Unity and  Amenities.\n\nIt is said there are only two types of lifeforms in the galaxy: the entertainers, and the entertained.","links":[]},{"key":"concept_farmer","name":"Farmer","url":"https://stellarisdb.com/concepts/farmer","category":null,"aliases":["concept_farmers"],"text":"Farmers produce  Food.\n\nFarming looks mighty easy when your plow is a pencil and you're a thousand miles from the corn field.","links":[]},{"key":"concept_foundry","name":"Metallurgists","url":"https://stellarisdb.com/concepts/foundry","category":null,"aliases":[],"text":"Metallurgists turn  Minerals into  Alloys.\n\nHighly trained workers are needed to turn raw minerals into the durable alloys that are used in a wide variety of advanced construction.","links":[]},{"key":"concept_haruspex","name":"Haruspex","url":"https://stellarisdb.com/concepts/haruspex","category":null,"aliases":[],"text":"Haruspex turn  Consumer Goods into  Engineering Research and  Unity.\n\nEvangelical mechanics and surgeons of the divine, rendering unworthy flesh and replacing it with holy cybernetics.","links":[]},{"key":"concept_head_researcher","name":"Science Directors","url":"https://stellarisdb.com/concepts/head-researcher","category":null,"aliases":[],"text":"Science Directors are Researcher Jobs that turn  Consumer Goods into Unity,  Amenities and Research Points.","links":["https://stellarisdb.com/concepts/unity","https://stellarisdb.com/concepts/technology"]},{"key":"concept_healthcare","name":"Medical Workers","url":"https://stellarisdb.com/concepts/healthcare","category":null,"aliases":[],"text":"Medical Workers turn  Consumer Goods into  Amenities, Pop Growth Speed,  Organic Pop Assembly Speed, and increase  Planet Habitability.\n\nA micro-unit of prevention is worth a macro-unit of cure. Sometimes, however, both are needed.","links":[]},{"key":"concept_hedonist","name":"Hedonist","url":"https://stellarisdb.com/concepts/hedonist","category":null,"aliases":["concept_hedonists"],"text":"Hedonists turn  Consumer Goods into  Unity, but produce no  Amenities, and under Decadent Lifestyle increase  Pop Growth (or Assembly) Speed.\n\nA life of total opulence, where every possible material need or desire can be satisfied.","links":[]},{"key":"concept_high_priest","name":"High Priests","url":"https://stellarisdb.com/concepts/high-priest","category":null,"aliases":[],"text":"High Priests turn  Consumer Goods into  Unity and  Amenities.\n\nTo whom do guides turn when they themselves seek guidance? Another, more experienced guide.","links":[]},{"key":"concept_knight","name":"Knights","url":"https://stellarisdb.com/concepts/knight","category":null,"aliases":[],"text":"Knights turn  Alloys into  Unity and    Research Points, increase  Naval Capacity and spawn  Defense Armies.\nCompleting Knightly Quests can further improve their output.\n\nTrained for combat; well educated; virtuous. These knights represent the very best of our society, and they have dedicated their lives to the search for the Toxic God.","links":[]},{"key":"concept_knight_commander","name":"Lord Commanders","url":"https://stellarisdb.com/concepts/knight-commander","category":null,"aliases":[],"text":"Lord Commanders turn  Alloys into  Unity and  Amenities, and increase  Naval Capacity.\nCompleting Knightly Quests can further improve their output.\n\nThe knights are worthy and honorable - the best our society has to offer. But even they need leadership. Where the Lord Commander leads, there shall the knights follow.","links":[]},{"key":"concept_low_tech_bureaucrat","name":"Administrators","url":"https://stellarisdb.com/concepts/low-tech-bureaucrat","category":null,"aliases":[],"text":"Administrators turn  Consumer Goods into  Unity\n\nOur former masters delegated much of their empire's day-to-day administration to indentured assets. The result was a class of highly trained logistics personnel.","links":[]},{"key":"concept_low_tech_farmer","name":"Homesteaders","url":"https://stellarisdb.com/concepts/low-tech-farmer","category":null,"aliases":[],"text":"Homesteaders produce  Food\n\nThe agri-worlds of our former masters were scenes of brutal oppression. Now, our homesteaders are free to enjoy the fruits of their labor.","links":[]},{"key":"concept_low_tech_laborer","name":"Laborers","url":"https://stellarisdb.com/concepts/low-tech-laborer","category":null,"aliases":[],"text":"Laborers turn  Minerals into  Consumer Goods and  Alloys\n\nAs assets they were worked to the bone. With freedom has come renewed purpose, and a vigor that no slave could ever hope to match.","links":[]},{"key":"concept_low_tech_miner","name":"Prospectors","url":"https://stellarisdb.com/concepts/low-tech-miner","category":null,"aliases":[],"text":"Prospectors produce  Minerals\n\nStubborn, ill-mannered, indomitable; these former indentured miners are as solid as scrap metal.","links":[]},{"key":"concept_low_tech_researcher","name":"Scientists","url":"https://stellarisdb.com/concepts/low-tech-researcher","category":null,"aliases":[],"text":"Scientists turn  Consumer Goods into    Research Points\n\nOur former masters ignored our gifts and downplayed our intelligence. Now, the keenest minds among us are free to follow their ambition.","links":[]},{"key":"concept_low_tech_technician","name":"Reactor Engineers","url":"https://stellarisdb.com/concepts/low-tech-technician","category":null,"aliases":[],"text":"Reactor Engineers produce  Energy Credits\n\nAboard their masters' vessels, indentured engineers were often assigned the lowliest and most dangerous jobs. This hardship only sharpened their skills.","links":[]},{"key":"concept_low_tech_warrior","name":"Military Conscripts","url":"https://stellarisdb.com/concepts/low-tech-warrior","category":null,"aliases":[],"text":"Military Conscripts decrease Crime and spawn Defense Armies\n\nIndentured soldiers were mainly used as cannon fodder; the fortunate few who survived have volunteered to protect our newfound freedom with their lives.","links":[]},{"key":"concept_miner","name":"Miner","url":"https://stellarisdb.com/concepts/miner","category":null,"aliases":["concept_miners"],"text":"Miners produce  Minerals.\n\nWith modern power drills and other advanced tools, mining may not be the back-breaking profession it once was, but it is still far from easy.","links":[]},{"key":"concept_mortal_initiate","name":"Mortal Initiates","url":"https://stellarisdb.com/concepts/mortal-initiate","category":null,"aliases":[],"text":"… are Adminstrator Jobs produce Unity, Society Research, and  Amenities\n\nThese most devout pupils of their faith dedicate the remaining portion of their lives to the betterment of their society - a study which concludes with their willing, fatal sacrifice.","links":["https://stellarisdb.com/concepts/unity","https://stellarisdb.com/concepts/society-research"]},{"key":"concept_necro_apprentice","name":"Necrophyte","url":"https://stellarisdb.com/concepts/necro-apprentice","category":null,"aliases":[],"text":"- … turn Consumer Goods and Food into Unity and Amenities \n- Once every 10 years, … are transformed in an Elevation Ritual.\n\nThrough years of hard work culminating in a lavish Elevation Ritual, those unfortunates not born into the ruling caste can be subsumed into it.","links":[]},{"key":"concept_noble","name":"Nobles","url":"https://stellarisdb.com/concepts/noble","category":null,"aliases":[],"text":"Nobles turn  Consumer Goods into Unity,  Amenities and Stability.\n\nHeavy is the burden of the nobility, whose birthright is to rule over their unwashed lessers. Luckily, there are a few financial advantages to the position.","links":["https://stellarisdb.com/concepts/unity"]},{"key":"concept_offspring_drone","name":"Offspring Drones","url":"https://stellarisdb.com/concepts/offspring-drone","category":null,"aliases":[],"text":"Offspring Drones turn  Food (or  Minerals) into  Amenities and Monthly Organic Pop Growth, spawn Offspring-Led Armies, and provide a  +10% increase in Menial Drone output.\n\nThe administrator of the entire planet resides here. It is through Offspring drones that the Progenitor enacts their grand design.","links":[]},{"key":"concept_offspring_feeder","name":"Offspring Drone Feeders","url":"https://stellarisdb.com/concepts/offspring-feeder","category":null,"aliases":[],"text":"Offspring Drone Feeders use  Food (or  Minerals) provide access to Offspring-Led Armies and an increase in Worker Pop Resource Output.\n\nIt is a prestigious responsibility to keep the Offspring safe and comfortable, even if the role often involves merely gathering food for it.","links":[]},{"key":"concept_overlord_arborist","name":"Overlord Arborists","url":"https://stellarisdb.com/concepts/overlord-arborist","category":null,"aliases":[],"text":"Overlord Arborists turn Subject  Food into  Food for the Overlord.\n\nOn this world, the Overlord planted a sapling from their world tree. It is our responsibility to ensure it never withers, lest we face their wrath.","links":[]},{"key":"concept_overlord_knight","name":"Overlord Knights","url":"https://stellarisdb.com/concepts/overlord-knight","category":null,"aliases":[],"text":"Overlord Knights turn  Alloys into Stability and spawn  Defense Armies for the Subject, and  Unity and    Research Points for the Overlord.\nCompleting Knightly Quests can further improve their output.\n\nTrained for combat; well educated; virtuous. These knights represent the very best of our society, and they have dedicated their lives to the search for the Toxic God.","links":[]},{"key":"concept_pearl_diver","name":"Pearl Divers","url":"https://stellarisdb.com/concepts/pearl-diver","category":null,"aliases":[],"text":"Pearl Divers are Artisan Jobs that turn  Food and  Minerals into  Consumer Goods and  Trade.\n\nConcerning cultivation and farming more than diving, these specialists still bring back a large variety of treasures from the depths.","links":[]},{"key":"concept_politician","name":"Politicians","url":"https://stellarisdb.com/concepts/politician","category":null,"aliases":[],"text":"Politicians turn  Consumer Goods into  Unity and  Amenities.\n\nThe government of an entire colony is a daunting task that requires dedicated and highly trained individuals.","links":[]},{"key":"concept_priest","name":"Priest","url":"https://stellarisdb.com/concepts/priest","category":null,"aliases":["concept_priests"],"text":"Priests turn  Consumer Goods into  Unity and  Amenities.\n\nThe spiritual guidance of the masses is performed by the most pious and devout.","links":[]},{"key":"concept_replicator","name":"Replicators","url":"https://stellarisdb.com/concepts/replicator","category":null,"aliases":[],"text":"Replicators turn  Alloys into new  Machine Pops.\n\nA machine that builds a machine that builds a machine that...","links":[]},{"key":"concept_researcher","name":"Researcher","url":"https://stellarisdb.com/concepts/researcher","category":null,"aliases":["concept_researchers"],"text":"Researchers turn  Consumer Goods into    Research Points\n\nThe eternal mystery of the world is its comprehensibility.","links":[]},{"key":"concept_roboticist","name":"Roboticists","url":"https://stellarisdb.com/concepts/roboticist","category":null,"aliases":[],"text":"Roboticists turn  Alloys into new  Mechanical Pops.\n\nThese technicians build robots, that the robots may build for the nation.","links":[]},{"key":"concept_soldier","name":"Soldier","url":"https://stellarisdb.com/concepts/soldier","category":null,"aliases":["concept_soldiers"],"text":"Soldiers produce  Naval Capacity and  Defense Armies.\n\nMilitary professionals are needed to train a steady stream of new recruits for army and naval operations.","links":[]},{"key":"concept_spawning_drone","name":"Spawning Drones","url":"https://stellarisdb.com/concepts/spawning-drone","category":null,"aliases":[],"text":"Spawning Drones turn  Food (or  Minerals) into Amenities and Monthly Organic Pop Growth.\n\nBy careful management of temperatures, nutrition, and infection prevention, these drones tend to the spawning pools that produce young.","links":[]},{"key":"concept_squire","name":"Squires","url":"https://stellarisdb.com/concepts/squire","category":null,"aliases":[],"text":"Squires provide  Amenities and increase the Output of  Lord Commander and  Knight Jobs.\n\nBecoming a knight takes years of training. Those seeking admission into the Order must first serve a knight, learning from their example even as they strive to make their noble lives more comfortable.","links":[]},{"key":"concept_steward","name":"Stewards","url":"https://stellarisdb.com/concepts/steward","category":null,"aliases":[],"text":"Stewards turn  Consumer Goods into  Unity,  Trade, and  Amenities\n\nThese democratically-elected volunteers ensure the smooth running of our cooperative society, for the benefit of all its members.","links":[]},{"key":"concept_technician","name":"Technician","url":"https://stellarisdb.com/concepts/technician","category":null,"aliases":["concept_technicians"],"text":"Technicians produce  Energy Credits.\n\nPower plants require plenty of warm bodies to operate equipment and oversee operations.","links":[]},{"key":"concept_technophant","name":"Technophants","url":"https://stellarisdb.com/concepts/technophant","category":null,"aliases":[],"text":"Technophants turn  Consumer Goods into  Engineering Research and  Unity.\n\nExalted interpreters of divine wetware. They guide the people toward a perfect fusion of flesh and machine.","links":[]},{"key":"concept_unifier","name":"Unification Officers","url":"https://stellarisdb.com/concepts/unifier","category":null,"aliases":[],"text":"Unification Officers turn  Consumer Goods and  Food (or  Minerals) into  Unity and  Amenities.\n\nThe administrative corps of our newly unified colony, these officers ensure that amenities are delivered to those in need.","links":[]},{"key":"concept_metallurgist","name":"Metallurgist","url":"https://stellarisdb.com/concepts/metallurgist","category":null,"aliases":["concept_metallurgists"],"text":"… … turn Minerals into Alloys.\n\nHighly trained workers are needed to turn raw minerals into the durable alloys that are used in a wide variety of advanced construction.","links":[]},{"key":"concept_sand_whisperer","name":"Sand Whisperers","url":"https://stellarisdb.com/concepts/sand-whisperer","category":null,"aliases":[],"text":"Sand Whisperers produce  Zro","links":[]},{"key":"concept_sand_caretaker","name":"Sand Caretakers","url":"https://stellarisdb.com/concepts/sand-caretaker","category":null,"aliases":[],"text":"Sand Caretakers produce  Zro","links":[]},{"key":"concept_drone_sand_whisperer","name":"Sand Whisperers drone","url":"https://stellarisdb.com/concepts/drone-sand-whisperer","category":null,"aliases":[],"text":"Sand Whisperers drone produce  Zro","links":[]},{"key":"concept_drone_sand_caretaker","name":"Sand Caretakers drone","url":"https://stellarisdb.com/concepts/drone-sand-caretaker","category":null,"aliases":[],"text":"Sand Caretakers drone produce  Zro","links":[]},{"key":"concept_space_junk_collector","name":"Space Junk Collectors","url":"https://stellarisdb.com/concepts/space-junk-collector","category":null,"aliases":[],"text":"Space Junk Collectors produce  Alloys","links":[]},{"key":"concept_drone_space_junk_collector","name":"Space Junk Collectors drone","url":"https://stellarisdb.com/concepts/drone-space-junk-collector","category":null,"aliases":[],"text":"Space Junk Collectors drone produce  Alloys","links":[]},{"key":"concept_enforcer","name":"Enforcers","url":"https://stellarisdb.com/concepts/enforcer","category":null,"aliases":[],"text":"Enforcers reduce Crime and spawn  Defense Armies.\n\nLaw enforcement officers are responsible for upholding the law and maintaining peace.","links":[]},{"key":"concept_educator","name":"Educators","url":"https://stellarisdb.com/concepts/educator","category":null,"aliases":[],"text":"Educators produce  Unity, reduce Crime, increase Governing Ethics Attraction, and spawn  Defense Armies.\n\nDedicated to preparing the youth, these tireless champions of knowledge perform the irreplaceable service of ensuring that every citizen is ready to face the galaxy.","links":[]},{"key":"concept_slave_orderly","name":"Orderlies","url":"https://stellarisdb.com/concepts/slave-orderly","category":null,"aliases":[],"text":"Orderlies increase  … Output and produce  Amenities\n\nThese workers are responsible for the day-to-day care of those subjected to experimental procedures that often render them unable to care for themselves.","links":[]},{"key":"concept_planet_miners","name":"Mining Jobs","url":"https://stellarisdb.com/concepts/planet-miners","category":null,"aliases":[],"text":"Mining jobs include: \n - … \n - …","links":[]},{"key":"concept_planet_technician","name":"Technician Jobs","url":"https://stellarisdb.com/concepts/planet-technician","category":null,"aliases":[],"text":"Technician jobs include: \n - … \n - …","links":[]},{"key":"concept_planet_farmers","name":"Farming Jobs","url":"https://stellarisdb.com/concepts/planet-farmers","category":null,"aliases":[],"text":"Farming jobs include: \n - … \n - …","links":[]},{"key":"concept_planet_researchers","name":"Researcher Jobs","url":"https://stellarisdb.com/concepts/planet-researchers","category":null,"aliases":[],"text":"Researcher jobs include: \n - … \n - … \n - … \n - Physics Brain Drones \n - Biology Brain Drones \n - Engineering Brain Drones \n - … \n - … \n - …","links":[]},{"key":"concept_planet_physicists","name":"Physicist Jobs","url":"https://stellarisdb.com/concepts/planet-physicists","category":null,"aliases":[],"text":"Physicist jobs include: \n - … \n - Physics Brain Drones \n - …","links":[]},{"key":"concept_planet_biologists","name":"Biologist Jobs","url":"https://stellarisdb.com/concepts/planet-biologists","category":null,"aliases":[],"text":"Biologist jobs include: \n - … \n - Biology Brain Drones \n - …","links":[]},{"key":"concept_planet_engineers","name":"Engineer Jobs","url":"https://stellarisdb.com/concepts/planet-engineers","category":null,"aliases":[],"text":"Engineer jobs include: \n - … \n - Engineering Brain Drones \n - …","links":[]},{"key":"concept_planet_bureaucrats","name":"Bureaucrat Jobs","url":"https://stellarisdb.com/concepts/planet-bureaucrats","category":null,"aliases":[],"text":"Bureaucrat jobs include: \n - … \n - Synapse Drones \n - …","links":[]},{"key":"concept_planet_livestock","name":"Livestock Jobs","url":"https://stellarisdb.com/concepts/planet-livestock","category":null,"aliases":[],"text":"Livestock jobs include: \n - Livestock","links":[]},{"key":"concept_planet_metallurgists","name":"Metallurgist Jobs","url":"https://stellarisdb.com/concepts/planet-metallurgists","category":null,"aliases":[],"text":"Metallurgist jobs include: \n - … \n - Foundry Drones \n - …","links":[]},{"key":"concept_planet_artisans","name":"Artisan Jobs","url":"https://stellarisdb.com/concepts/planet-artisans","category":null,"aliases":[],"text":"Artisan jobs include: \n - … \n - …","links":[]},{"key":"concept_planet_roboticists","name":"Roboticist Jobs","url":"https://stellarisdb.com/concepts/planet-roboticists","category":null,"aliases":[],"text":"Roboticist jobs include: \n - … \n - …","links":[]},{"key":"concept_planet_soldiers","name":"Soldier Jobs","url":"https://stellarisdb.com/concepts/planet-soldiers","category":null,"aliases":[],"text":"Soldier jobs include: \n -… \n - … \n - …","links":[]},{"key":"concept_planet_traders","name":"Trader Jobs","url":"https://stellarisdb.com/concepts/planet-traders","category":null,"aliases":[],"text":"Trader jobs include: \n - … \n - …","links":[]},{"key":"concept_planet_influential","name":"Influential Jobs","url":"https://stellarisdb.com/concepts/planet-influential","category":null,"aliases":[],"text":"Influential jobs include: \n - Elite Jobs \n - … \n - Bio-Trophies \n - First Class Passengers \n - …","links":[]},{"key":"concept_planet_enforcers","name":"Enforcer Jobs","url":"https://stellarisdb.com/concepts/planet-enforcers","category":null,"aliases":[],"text":"Enforcer jobs include: \n - … \n - Educators \n - …","links":[]},{"key":"concept_planet_telepaths","name":"Telepath Jobs","url":"https://stellarisdb.com/concepts/planet-telepaths","category":null,"aliases":[],"text":"Telepath jobs include: \n - Telepaths \n - Telepath Drones","links":[]},{"key":"concept_alien_zoo","name":"Alien Zoo","url":"https://stellarisdb.com/concepts/alien-zoo","category":null,"aliases":[],"text":"… Jobs: +100\n Zookeeper Jobs: +100\n Protected Fauna Jobs: +300\n\n Zookeepers turn  Consumer Goods into  Research Points and  Amenities.\n  Amenities produced scale with Protected Fauna Jobs.\n… … turn  Consumer Goods into  Unity and  Amenities\n Protected Fauna consume  Food (or  Minerals) and provide  Amenities\n\nA preserve dedicated to the conservation and study of local fauna.","links":[]},{"key":"concept_archaeostudies_faculty","name":"Faculty of Archaeostudies","url":"https://stellarisdb.com/concepts/archaeostudies-faculty","category":null,"aliases":[],"text":"- Research Speed (Archaeostudies): +25%\n- Minor Artifact Capacity: +2000\n-  Archaeo-Engineer Jobs: +300\n\n\nIf built on a Relic World:\n - Research Speed (Archaeostudies): +25%\n -  Produced per 100 …: +0.25\n\nA series of laboratories dedicated to the studies of technological applications of minor artifacts retrieved from elder empires.","links":["https://stellarisdb.com/concepts/archaeoengineers"]},{"key":"concept_bureaucratic_1","name":"Administrative Offices","url":"https://stellarisdb.com/concepts/bureaucratic-1","category":null,"aliases":[],"text":"-  [bureaucrat.GetName] Jobs: +200\n\nA labyrinthine government complex of bureaucratic offices, sub-offices and sub-sub-offices.","links":["https://stellarisdb.com/concepts/bureaucrat"]},{"key":"concept_clinic","name":"Gene Clinics","url":"https://stellarisdb.com/concepts/clinic","category":null,"aliases":[],"text":"-  [healthcare.GetName] Jobs: +200\n\nGene Clinics can offer advanced medical treatments, which statistically lead to a significantly healthier and longer-living population.","links":["https://stellarisdb.com/concepts/healthcare"]},{"key":"concept_clone_army_clone_vat","name":"Ancient Clone Vat","url":"https://stellarisdb.com/concepts/clone-army-clone-vat","category":null,"aliases":[],"text":"- Empire Limit: 5 \n- Monthly Organic Pop Growth: +0-25 \n- The effectiveness of Monthly Organic Pop Growth is reduced as the Ancient Clone Vat reaches capacity. \n\nLost technology left behind by the Creators. Can be taken apart and reassembled, but its inner components and workings are much too advanced to replicate.","links":[]},{"key":"concept_commercial_zone","name":"Commercial Zones","url":"https://stellarisdb.com/concepts/commercial-zone","category":null,"aliases":[],"text":"- … [trader.GetName] Jobs: +200\n\nThese commercial zones are home to towering office buildings and business complexes.","links":[]},{"key":"concept_energy_grid","name":"Energy Grid","url":"https://stellarisdb.com/concepts/energy-grid","category":null,"aliases":[],"text":"- Resources Produced from Technicians: +20%\n\nA carefully calibrated grid network maximizes the output of power generators.","links":[]},{"key":"concept_hab_capital","name":"Habitat Administration","url":"https://stellarisdb.com/concepts/hab-capital","category":null,"aliases":[],"text":"-  Housing: +300\n-  Amenities: +300\n-  Politician Jobs: +100\n\nThe administrative hub of the Habitat, serving as its capital and the seat of the local government.","links":[]},{"key":"concept_hydroponics_farm","name":"Hydroponics Farms","url":"https://stellarisdb.com/concepts/hydroponics-farm","category":null,"aliases":[],"text":"-  … Jobs: +200\n\nHydroponics Farms produce nutrient-rich vegetable matter tailored for consumption by local Pops.","links":[]},{"key":"concept_knight_commandery","name":"Order's Commandery","url":"https://stellarisdb.com/concepts/knight-commandery","category":null,"aliases":[],"text":"Naval Capacity: +4\n Overlord Knight Jobs: +100\n\nThis fortified outpost is where our knights collaborate with our vassal in the search for the Toxic God. Our subjects are expected to provide us with resources and data to support the Order's work.","links":["https://stellarisdb.com/concepts/overlord-knight"]},{"key":"concept_low_tech_admin_hub","name":"Administrative Hub","url":"https://stellarisdb.com/concepts/low-tech-admin-hub","category":null,"aliases":[],"text":"-  Administrator Jobs: +200\n\nThe state cabins and living quarters of our former masters, repurposed into offices.","links":["https://stellarisdb.com/concepts/low-tech-bureaucrat"]},{"key":"concept_low_tech_capital","name":"Command Center","url":"https://stellarisdb.com/concepts/low-tech-capital","category":null,"aliases":[],"text":"-  Housing: +4 \n-  Amenities: +7 \n-  Building Slots: +1 \n-  [colonist.GetName] Jobs: +200 \n-  Militia Jobs: +100\n\nThe bridge of our former masters' ship, hastily refashioned into a command center.","links":["https://stellarisdb.com/concepts/colonist","https://stellarisdb.com/concepts/low-tech-warrior"]},{"key":"concept_low_tech_farm","name":"Makeshift Farms","url":"https://stellarisdb.com/concepts/low-tech-farm","category":null,"aliases":[],"text":"-  Homesteader Jobs: +200\n\nHardscrabble farmsteads tilling the soil for meager returns.","links":["https://stellarisdb.com/concepts/low-tech-farmer"]},{"key":"concept_low_tech_power_plant","name":"Power Plant","url":"https://stellarisdb.com/concepts/low-tech-power-plant","category":null,"aliases":[],"text":"-  Reactor Engineer Jobs: +200\n\nA jerry-rigged assemblage of solar cells linked to the fusion reactor in our former masters' ship.","links":["https://stellarisdb.com/concepts/low-tech-technician"]},{"key":"concept_low_tech_research_lab","name":"Laboratory Complex","url":"https://stellarisdb.com/concepts/low-tech-research-lab","category":null,"aliases":[],"text":"-  Scientist Jobs: +200\n\nExperiments in multiple disciplines take place in what was once an engineering bay.","links":["https://stellarisdb.com/concepts/low-tech-researcher"]},{"key":"concept_low_tech_scrap_refinery","name":"Scrap Refinery","url":"https://stellarisdb.com/concepts/low-tech-scrap-refinery","category":null,"aliases":[],"text":"-  Prospector Jobs: +200\n-  Laborer Jobs: +200\n\nA small-scale refinery making use of scrap salvaged from our former masters' ship.","links":["https://stellarisdb.com/concepts/low-tech-miner","https://stellarisdb.com/concepts/low-tech-laborer"]},{"key":"concept_military_academy","name":"Tactical Insights","url":"https://stellarisdb.com/concepts/military-academy","category":null,"aliases":[],"text":"Each Commander stationed outside of our empire grants:\nEvasion +2%\nTracking +1%\nShield Penetration +5%\nArmor Penetration +5%\n\nEach Mercenary Enclave under our Patronage grants:\nShield Hardening +10%","links":[]},{"key":"concept_mineral_purification_plant","name":"Mineral Purification Plants","url":"https://stellarisdb.com/concepts/mineral-purification-plant","category":null,"aliases":[],"text":"- Resources Produced from Miners: +20%\n\nMinerals that have passed through these purifiers are of the highest quality.","links":[]},{"key":"concept_necrophage_elevation_chamber","name":"Chamber of Elevation","url":"https://stellarisdb.com/concepts/necrophage-elevation-chamber","category":null,"aliases":[],"text":"-  [necro_apprentice.GetName] Jobs: +100-300\n\nThose awaiting transformation practice the rituals in the comfort of the Chamber of Elevation.","links":["https://stellarisdb.com/concepts/necro-apprentice"]},{"key":"concept_noble_estates","name":"Noble Estates","url":"https://stellarisdb.com/concepts/noble-estates","category":null,"aliases":[],"text":"Housing: +100\n Noble Jobs: +1\n\nPalaces and mansions, resplendent in their glory, owned by the nobility. The surrounding countryside and the peasants that inhabit it are theirs as well.","links":[]},{"key":"concept_noble_vacation_homes","name":"Noble Chateaus","url":"https://stellarisdb.com/concepts/noble-vacation-homes","category":null,"aliases":[],"text":"Each Noble Chateaus grants +2  Stability in the Overlord's capital.\n\nA home away from home, this is the perfect place for the Overlord's ruling elite to let off steam, so that they don't cause incidents back home.","links":[]},{"key":"concept_offspring_holding","name":"Offspring Nest","url":"https://stellarisdb.com/concepts/offspring-holding","category":null,"aliases":[],"text":"-  Offspring Drone Feeder Jobs: +100\n\nAt this nest, a foreign hivemind has a unique representative acting as a centralized node for its neural network. This has enabled its continued control over the colony.","links":["https://stellarisdb.com/concepts/offspring-feeder"]},{"key":"concept_offspring_nests","name":"Offspring Nest","url":"https://stellarisdb.com/concepts/offspring-nests","category":null,"aliases":[],"text":"-  Offspring Drone Jobs: +100\n\nThis fortified nest safely harbors the local Offspring while also accelerating growth for the rest of the nearby hive.","links":["https://stellarisdb.com/concepts/offspring-drone"]},{"key":"concept_order_keep","name":"Order's Keep","url":"https://stellarisdb.com/concepts/order-keep","category":null,"aliases":[],"text":"This building cannot be removed or disabled!\n- Immigration Pull: +5\n- Automatic Resettlement Destination Chance: +100%\n-  [knight.GetName] Jobs: +200\n-  [squire.GetName] Jobs: +100\n\nThe seat of the Order is the home of its knights. It boasts vast archives of data, and is filled with trophies collected over its long and illustrious history.","links":["https://stellarisdb.com/concepts/knight","https://stellarisdb.com/concepts/squire"]},{"key":"concept_research_lab","name":"Research Labs","url":"https://stellarisdb.com/concepts/research-lab","category":null,"aliases":[],"text":"Researcher Jobs: +2\n\n Researchers turn Consumer Goods into    Research\n--------------\nResearch Labs provide the basic facilities for general research.","links":[]},{"key":"concept_robot_assembly_plant","name":"Robot Assembly Plants","url":"https://stellarisdb.com/concepts/robot-assembly-plant","category":null,"aliases":[],"text":"- … [roboticist.GetName] Jobs: +100\n\nHigh-tech factories where skilled Roboticists assemble the latest robot models.","links":["https://stellarisdb.com/concepts/roboticist"]},{"key":"concept_sacrificial_shrine","name":"Sacrificial Shrine","url":"https://stellarisdb.com/concepts/sacrificial-shrine","category":null,"aliases":[],"text":"Overlord Mortal Initiate Jobs: +2\n\nThe great study of the cycle should not be limited to the Overlord; the turning of life and death must be explored through the Vassal as well.","links":[]},{"key":"concept_sacrificial_temple","name":"Sacrificial Temple","url":"https://stellarisdb.com/concepts/sacrificial-temple","category":null,"aliases":[],"text":"Death Priest Jobs: +1\n … Jobs: +1\n Spiritualist Ethics Attraction: +5%\n\nA revered site in which solemn preachers and dedicated pupils pray and work towards each prosperous yet bloody cycle.","links":[]},{"key":"concept_spawning_pools","name":"Spawning Pools","url":"https://stellarisdb.com/concepts/spawning-pools","category":null,"aliases":[],"text":"-  [spawning_drone.GetName] Jobs: +100\n\nTended by the scientific and gentle care of specialists, these pools stimulate our spawn into faster growth.","links":["https://stellarisdb.com/concepts/spawning-drone"]},{"key":"concept_tree_of_life_holding","name":"Tree of Life Sprout","url":"https://stellarisdb.com/concepts/tree-of-life-holding","category":null,"aliases":[],"text":"- Monthly Loyalty Change: +1\n- Habitability: +10%\n- Food from … Farmer: +1\n- Overlord Arborist Jobs: +1\n\nThe Overlord has existed with their Tree of Life for so long that they can no longer imagine life without it. Now, they want to share the same opportunity with their vassals.","links":["https://stellarisdb.com/concepts/farmer","https://stellarisdb.com/concepts/overlord-arborist"]},{"key":"concept_city_district","name":"City District","url":"https://stellarisdb.com/concepts/city-district","category":null,"aliases":["concept_city_districts"],"text":"-  Housing: +500\n-  Building Slots: +1\n-  Clerk Jobs: +100\n\nThese dense urban centers provide large amounts of housing and office space for clerical workers.","links":["https://stellarisdb.com/concepts/housing","https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/clerk"]},{"key":"concept_hive_district","name":"Hive Cluster","url":"https://stellarisdb.com/concepts/hive-district","category":null,"aliases":["concept_hive_districts"],"text":"-  Housing: +600\n-  Building Slots: +1\n- … Jobs: +300\n\nThese towering spires are where the drones gather when not working to rejuvenate and consume nutrients.","links":["https://stellarisdb.com/concepts/housing","https://stellarisdb.com/concepts/building"]},{"key":"concept_nexus_district","name":"Central Nexus","url":"https://stellarisdb.com/concepts/nexus-district","category":null,"aliases":["concept_nexus_districts"],"text":"-  Housing: +500\n-  Building Slots: +1\n- … Jobs: +300\n\nCentralized districts from which drones are controlled and deployed to their work assignments.","links":["https://stellarisdb.com/concepts/housing","https://stellarisdb.com/concepts/building"]},{"key":"concept_industrial_district","name":"Industrial District","url":"https://stellarisdb.com/concepts/industrial-district","category":null,"aliases":["concept_industrial_districts"],"text":"-  Housing: +200\n-  Artisan Jobs: +100\n-  Metallurgist Jobs: +100\n\nSmelting facilities and factories fill this district, creating advanced products out of raw materials.","links":["https://stellarisdb.com/concepts/housing","https://stellarisdb.com/concepts/artisan","https://stellarisdb.com/concepts/metallurgist"]},{"key":"concept_generator_district","name":"Generator District","url":"https://stellarisdb.com/concepts/generator-district","category":null,"aliases":["concept_generator_districts"],"text":"-  Housing: +200\n-  Technicians Jobs: +200\n\nRows of massive power plants that generate large amounts of energy which can then be used or converted into energy credits.","links":["https://stellarisdb.com/concepts/housing","https://stellarisdb.com/concepts/technician"]},{"key":"concept_mining_district","name":"Mining District","url":"https://stellarisdb.com/concepts/mining-district","category":null,"aliases":["concept_mining_districts"],"text":"-  Housing: +200\n-  Miner Jobs: +200\n\nThese mining towns and resource extraction centers drill deep into the mantle to access mineral deposits.","links":["https://stellarisdb.com/concepts/housing","https://stellarisdb.com/concepts/miner"]},{"key":"concept_farming_district","name":"Agriculture District","url":"https://stellarisdb.com/concepts/farming-district","category":null,"aliases":["concept_farming_districts"],"text":"-  Housing: +200\n-  Farmer Jobs: +200\n\nLand set aside for cultivation, either through the growing of crops or animal husbandry.","links":["https://stellarisdb.com/concepts/housing","https://stellarisdb.com/concepts/farmer"]},{"key":"concept_precinct_house","name":"Precinct Houses","url":"https://stellarisdb.com/concepts/precinct-house","category":null,"aliases":[],"text":"… Jobs: +200\n\n… … decrease Crime and spawn Defense Armies\n--------------\nMonuments to law and order. Enforcers are based here.","links":[]},{"key":"concept_state_academy","name":"State Academy","url":"https://stellarisdb.com/concepts/state-academy","category":null,"aliases":[],"text":"Educator Jobs: +200\n\n Educators use  Consumer Goods to produce  Unity, decrease Crime, increase Governing Ethics Attraction, and spawn Defense Armies\n--------------\nHere the fundamentals deemed necessary for a healthy society are taught.","links":[]},{"key":"concept_angler_civics","name":"Anglers","url":"https://stellarisdb.com/concepts/angler-civics","category":null,"aliases":[],"text":"Anglers Civics consist of: \n- Anglers\n- Trawling Operations\n- Marine Machines\n- Maritime Robotics","links":[]},{"key":"concept_catalytic_civics","name":"Catalytic Processing","url":"https://stellarisdb.com/concepts/catalytic-civics","category":null,"aliases":[],"text":"Catalytic Processing Civics consists of \n- Catalytic Processing\n- Catalytic Recyclers\n- Organic Reprocessing\n- Organic Retrofitting","links":[]},{"key":"concept_dark_consortium_civics","name":"Dark Consortium","url":"https://stellarisdb.com/concepts/dark-consortium-civics","category":null,"aliases":[],"text":"Dark Consortium Civics consist of: \n- Dark Consortium\n- Shadow Corporation","links":[]},{"key":"concept_death_cult_civics","name":"Death Cult","url":"https://stellarisdb.com/concepts/death-cult-civics","category":null,"aliases":[],"text":"Death Cult Civics consist of: \n- Death Cult\n- Corporate Death Cult","links":[]},{"key":"concept_deep_sleep_civics","name":"Deep Sleep","url":"https://stellarisdb.com/concepts/deep-sleep-civics","category":null,"aliases":[],"text":"Deep Sleep Civics consist of: \n- Deep Sleep\n- Frozen Assets","links":[]},{"key":"concept_dimensional_worship_civics","name":"Dimensional Worship","url":"https://stellarisdb.com/concepts/dimensional-worship-civics","category":null,"aliases":[],"text":"Dimensional Worship Civics consist of: \n- Dimensional Worship\n- Dimensional Enterprise","links":[]},{"key":"concept_eager_explorers_civics","name":"Eager Explorers","url":"https://stellarisdb.com/concepts/eager-explorers-civics","category":null,"aliases":[],"text":"Eager Explorers Civics consist of: \n- Eager Explorers\n- Privatized Exploration\n- Stargazers\n- Exploration Protocols","links":[]},{"key":"concept_pleasure_seekers_civics","name":"Pleasure Seekers","url":"https://stellarisdb.com/concepts/pleasure-seekers-civics","category":null,"aliases":[],"text":"Pleasure Seekers Civics consist of: \n- Pleasure Seekers\n- Corporate Hedonism","links":[]},{"key":"concept_decadent_lifestyle","name":"Decadent Lifestyle","url":"https://stellarisdb.com/concepts/decadent-lifestyle","category":null,"aliases":[],"text":"Pops have +20%  Happiness, unless there is a  Consumer Goods deficit.\n\n… … provide  Pop Growth (or Assembly) Speed scaling with their percentage of the  Colony population. This requires free  Housing and  Amenities, and no  Consumer Goods deficit.\n\nWe deserve only the best. They must serve, we must rejoice.","links":[]},{"key":"concept_storm_callers_civics","name":"Storm Callers","url":"https://stellarisdb.com/concepts/storm-callers-civics","category":null,"aliases":[],"text":"Storm Callers Civics consist of: \n- Storm Devotion\n- Storm Influencers","links":[]},{"key":"concept_environmental_architects_civics","name":"Planetscapers","url":"https://stellarisdb.com/concepts/environmental-architects-civics","category":null,"aliases":[],"text":"Planetscapers Civics consist of: \n- Planetscapers\n- Geo-Engineering Inc.\n- Cultivation Drones\n- Gardening Protocols","links":[]},{"key":"concept_guardian_civics","name":"Sovereign Guardianship","url":"https://stellarisdb.com/concepts/guardian-civics","category":null,"aliases":[],"text":"Sovereign Guardianship Civics consist of: \n- Sovereign Guardianship\n- Corporate Protectorate\n- Guardian Cluster\n- Guardian Matrix","links":[]},{"key":"concept_genesis_guides_civics","name":"Genesis Guides","url":"https://stellarisdb.com/concepts/genesis-guides-civics","category":null,"aliases":[],"text":"Genesis Guides Civics consist of: \n- Genesis Guides\n- Astrogenesis Technologies\n- Genesis Symbiotes\n- Genesis Architects","links":[]},{"key":"concept_hyperspace_specialty_civics","name":"Hyperspace Specialty","url":"https://stellarisdb.com/concepts/hyperspace-specialty-civics","category":null,"aliases":[],"text":"Hyperspace Specialty Civics consist of: \n- Hyperspace Specialty\n- Hyperspace Trade\n- Hyperspace Synchronicity\n- Hyperspace Calculations","links":[]},{"key":"concept_idyllic_bloom_civics","name":"Idyllic Bloom","url":"https://stellarisdb.com/concepts/idyllic-bloom-civics","category":null,"aliases":[],"text":"Idyllic Bloom Civics consist of: \n- Idyllic Bloom\n- Mycorrhizal Ideal","links":[]},{"key":"concept_industrialist_civics","name":"Relentless Industrialist","url":"https://stellarisdb.com/concepts/industrialist-civics","category":null,"aliases":[],"text":"Relentless Industrialist Civics consist of: \n- Relentless Industrialists\n- Shareholder Values","links":[]},{"key":"concept_mutagenic_civics","name":"Mutagenic Spas","url":"https://stellarisdb.com/concepts/mutagenic-civics","category":null,"aliases":[],"text":"Mutagenic Spas Civics consist of: \n- Mutagenic Spas\n- Lubrication Tanks\n- Mutagenic Luxury\n- Luxury Lubrication Pools\n- Permutation Pools\n- Hyper Lubrication Basin","links":[]},{"key":"concept_natural_design_civics","name":"Natural Design","url":"https://stellarisdb.com/concepts/natural-design-civics","category":null,"aliases":[],"text":"Natural Design Civics consist of: \n- Natural Design\n- Innate Design","links":[]},{"key":"concept_crowdsourcing_civics","name":"Crowdsourcing","url":"https://stellarisdb.com/concepts/crowdsourcing-civics","category":null,"aliases":[],"text":"Crowdsourcing Civics consist of \n- Crowdsourcing\n- Decentralized R&D","links":[]},{"key":"concept_twisted_experimenters_civics","name":"Experimental Sentencings","url":"https://stellarisdb.com/concepts/twisted-experimenters-civics","category":null,"aliases":[],"text":"Experimental Sentencings Civics consist of: \n- Experimental Sentencing\n- Judicial R&D\n- Corrective Consciousness","links":[]},{"key":"concept_secret_societies_civics","name":"Secret Societies","url":"https://stellarisdb.com/concepts/secret-societies-civics","category":null,"aliases":[],"text":"Secret Societies Civics consist of: \n- Secret Societies\n- Influential Cartel","links":[]},{"key":"concept_chosen_civics","name":"Chosen","url":"https://stellarisdb.com/concepts/chosen-civics","category":null,"aliases":[],"text":"Chosen Civics consist of\n- Chosen\n- Chosen Many\n- Apostle Network\n- Chosen Executives","links":[]},{"key":"concept_tankbound_civics","name":"Tankbound","url":"https://stellarisdb.com/concepts/tankbound-civics","category":null,"aliases":[],"text":"Tankbound Civics consist of: \n- Tankbound\n- Corporate Thinktank","links":[]},{"key":"concept_scorched_earth_civics","name":"Scorched World Heralds","url":"https://stellarisdb.com/concepts/scorched-earth-civics","category":null,"aliases":[],"text":"Scorched World Heralds Civics consist of \n- Scorched World Heralds\n- Pyromanic Instinct","links":[]},{"key":"concept_world_forgers_civics","name":"Planet Forgers","url":"https://stellarisdb.com/concepts/world-forgers-civics","category":null,"aliases":[],"text":"Planet Forgers Civics consist of\n- Planet Forgers\n- Volcanic Nesting\n- Thermal Optimizers\n- Planetary Architects","links":[]},{"key":"concept_galvanic_empire_civics","name":"Galvanic Empire","url":"https://stellarisdb.com/concepts/galvanic-empire-civics","category":null,"aliases":[],"text":"Galvanic Empire Civics consist of\n- Galvanic Synthesis\n- Galvanic Symbiosis\n- Galvanic Retrofitting\n- Biometallic Cartel","links":[]},{"key":"concept_genocidal_civics","name":"Genocidal","url":"https://stellarisdb.com/concepts/genocidal-civics","category":null,"aliases":[],"text":"Genocidal Civics consist of \n- Fanatic Purifiers\n- Devouring Swarm\n- Determined Exterminator\n- Scorched World Heralds","links":["https://stellarisdb.com/concepts/scorched-earth-civics"]},{"key":"concept_heritage_civics","name":"Heritage","url":"https://stellarisdb.com/concepts/heritage-civics","category":null,"aliases":[],"text":"Heritage Civics consist of: \n- Aristocratic Elite\n- Heroic Past\n- Pleasure Seekers\n- Storm Callers\n- Planetscapers","links":["https://stellarisdb.com/concepts/pleasure-seekers-civics","https://stellarisdb.com/concepts/storm-callers-civics","https://stellarisdb.com/concepts/environmental-architects-civics"]},{"key":"concept_institutional_civics","name":"Institutional","url":"https://stellarisdb.com/concepts/institutional-civics","category":null,"aliases":[],"text":"Institutional Civics consist of: \n- Criminal Heritage\n- Media Conglomerate\n- Parliamentary System\n- Trading Posts\n- Dark Consortium","links":["https://stellarisdb.com/concepts/dark-consortium-civics"]},{"key":"concept_dark_matter_edicts","name":"Dark Matter Edicts","url":"https://stellarisdb.com/concepts/dark-matter-edicts","category":null,"aliases":[],"text":"- Baryonic Insight\n- Dark Matter Forging\n- Dark Matter Unravelling\n- Shadow Matrix","links":[]},{"key":"concept_trade_mutual_aid","name":"Mutual Aid","url":"https://stellarisdb.com/concepts/trade-mutual-aid","category":null,"aliases":[],"text":"By reinvesting our surplus back into the cooperative, we ensure that all our members may thrive according to their needs and shared aspirations.\n\n75% each of our collected  Trade earns us  Energy Credits,  Minerals,  Food, and  Unity. Every 1 earns us 0.27, 0.27, 0.27, and 0.1.","links":[]},{"key":"concept_sacrifice_edicts","name":"Sacrifice Edicts","url":"https://stellarisdb.com/concepts/sacrifice-edicts","category":null,"aliases":[],"text":"Sacrifice Edicts provide empire-wide bonuses whenever … … are sacrificed. \n- Sacrifice: Togetherness\n- Sacrifice: Harmony\n- Sacrifice: Bounty","links":[]},{"key":"concept_experimental_testing","name":"Experimental Testing","url":"https://stellarisdb.com/concepts/experimental-testing","category":null,"aliases":[],"text":"Grants a random technology insight upon completion.\n\nBy gathering imprisoned … and subjecting them to scientific experiments, we can significantly increase the pace of our technological advancement.","links":[]},{"key":"concept_experimental_testing_hive_mind","name":"Experimental Testing","url":"https://stellarisdb.com/concepts/experimental-testing-hive-mind","category":null,"aliases":[],"text":"Grants a random technology insight upon completion.\n\nBy gathering imprisoned … and subjecting them to scientific experiments, we can significantly increase the pace of our technological advancement.","links":[]},{"key":"concept_experimental_testing_corporate","name":"Experimental Testing","url":"https://stellarisdb.com/concepts/experimental-testing-corporate","category":null,"aliases":[],"text":"Grants a random technology insight upon completion.\n\nBy gathering imprisoned … and subjecting them to scientific experiments, we can significantly increase the pace of our technological advancement.","links":[]},{"key":"concept_advanced_infrastructure","name":"Advanced Infrastructure","url":"https://stellarisdb.com/concepts/advanced-infrastructure","category":null,"aliases":[],"text":"- Administrative Offices and Commercial Zones replaced by:\n - Gene Clinics\n - Mineral Purification Plants\n - Energy Grid","links":["https://stellarisdb.com/concepts/bureaucratic-1","https://stellarisdb.com/concepts/commercial-zone","https://stellarisdb.com/concepts/clinic","https://stellarisdb.com/concepts/mineral-purification-plant","https://stellarisdb.com/concepts/energy-grid"]},{"key":"concept_archaeostudies","name":"Archaeostudies","url":"https://stellarisdb.com/concepts/archaeostudies","category":null,"aliases":[],"text":"- Unlocks Building: Faculty of Archaeostudies\n\nThis new field of studies focuses on the practical applications of ancient artifacts. We are far from being the first galactic civilization to tread these stars. With a bit of work, their legacies could secure our future.","links":[]},{"key":"concept_basic_science_lab_1","name":"Scientific Method","url":"https://stellarisdb.com/concepts/basic-science-lab-1","category":null,"aliases":[],"text":"- Unlocks Building: Research Labs\n\nTestable predictions of observable phenomena.","links":[]},{"key":"concept_blight_upon_the_land","name":"A Blight Upon the Land","url":"https://stellarisdb.com/concepts/blight-upon-the-land","category":null,"aliases":[],"text":"- Max Districts: -1\n- On completing Knightly Quests: Bonuses on this Planetary Feature\n\nIt is said that in this place, the Deity first smote the land in anger. Little remains of what once was here.","links":[]},{"key":"concept_broken_shackles_buildings","name":"Spaceship Wreckage","url":"https://stellarisdb.com/concepts/broken-shackles-buildings","category":null,"aliases":[],"text":"- Initial buildings replaced by:\n - Command Center \n - Administrative Hub \n - Laboratory Complex \n - Scrap Refinery \n - Power Plant \n - Makeshift Farms","links":["https://stellarisdb.com/concepts/low-tech-capital","https://stellarisdb.com/concepts/low-tech-admin-hub","https://stellarisdb.com/concepts/low-tech-research-lab","https://stellarisdb.com/concepts/low-tech-scrap-refinery","https://stellarisdb.com/concepts/low-tech-power-plant","https://stellarisdb.com/concepts/low-tech-farm"]},{"key":"concept_broken_shackles_digsite","name":"Crashed Slaver Ship","url":"https://stellarisdb.com/concepts/broken-shackles-digsite","category":null,"aliases":[],"text":"Repairing the computer core of the crashed slaver ship should reveal the location of our former home worlds... as well as Minamar Specialized Industries.","links":[]},{"key":"concept_buried_lithoids","name":"Buried Lithoids","url":"https://stellarisdb.com/concepts/buried-lithoids","category":null,"aliases":[],"text":"- Time to Clear:  360 Days\n- Cost to Clear: 1000  Minerals\n- On Clearing: +100  Lithoid Pops\n\nThese Lithoids were driven deep into the ground when they fell from orbit.","links":[]},{"key":"concept_cloaking_1","name":"Basic Cloaking Fields","url":"https://stellarisdb.com/concepts/cloaking-1","category":null,"aliases":[],"text":"- Unlocks Feature: Active Reconnaissance \n- Unlocks Component: Basic Cloaking Field Generator\n\nA modified particle field allows our vessels to effectively 'hide' in open space. However, this comes at the cost of destabilizing other forms of energy shielding which would otherwise protect the ship.","links":[]},{"key":"concept_cloning","name":"Cloning","url":"https://stellarisdb.com/concepts/cloning","category":null,"aliases":[],"text":"- Pop Growth Speed +10%\n\nBreakthroughs in enucleation and artificial womb technology allows for the mass-production of individuals based on a common genetic template.","links":[]},{"key":"concept_colonial_spirit","name":"Colonial Spirit","url":"https://stellarisdb.com/concepts/colonial-spirit","category":null,"aliases":[],"text":"- Happiness: +10%\n- Pop Growth (or Assembly) Speed: +10%\n- Amenities: +15%\n- Resources from Jobs: +15%\n- Habitability: +10%\n\nDetermined to forge a new life on the frontier, the forefathers of this colony had an astounding work ethic which become a time-honored tradition.","links":[]},{"key":"concept_common_ground_federation","name":"Federation","url":"https://stellarisdb.com/concepts/common-ground-federation","category":null,"aliases":[],"text":"A Federation is a supranational alliance of space-faring civilizations.\n\nBy assigning an  Official to coordinate diplomatic affairs, the stability and Cohesion of the Federation is increased, which can unlock Federation Perks.\n\n There are different types of Federations:\n- Galactic Union\n- Martial Alliance\n- Research Cooperative\n- Holy Covenant\n- Trade League","links":["https://stellarisdb.com/concepts/official","https://stellarisdb.com/concepts/default-federation","https://stellarisdb.com/concepts/military-federation","https://stellarisdb.com/concepts/research-federation","https://stellarisdb.com/concepts/spiritualist-federation","https://stellarisdb.com/concepts/trade-federation"]},{"key":"concept_consolidated_resources","name":"Consolidated Resources","url":"https://stellarisdb.com/concepts/consolidated-resources","category":null,"aliases":[],"text":"- Produces: 25  Minerals\n\nThe replicator bay built into the Machine World is malfunctioning, producing endless piles of grappling clamps.","links":[]},{"key":"concept_consume_world","name":"Consume World","url":"https://stellarisdb.com/concepts/consume-world","category":null,"aliases":[],"text":"The swarm consumes. The world trembles. We grow.","links":[]},{"key":"concept_corvettes","name":"Corvettes","url":"https://stellarisdb.com/concepts/corvettes","category":null,"aliases":[],"text":"- Unlocks Ship Type: Corvette\n\nThe FTL breakthrough allowed early attempts to adapt traditional surface-to-space shuttle frames to military applications to finally create relatively small, fast, and maneuverable vessels with limited firepower.","links":[]},{"key":"concept_crashed_slaver_ship_broken_shackles","name":"Crashed Slaver Ship","url":"https://stellarisdb.com/concepts/crashed-slaver-ship-broken-shackles","category":null,"aliases":[],"text":"- Max Scavenger Sites: +6\n\nWhile debris from the crash is scattered across a massive area, enough of the ship has survived that scavenging it for parts may be of value.","links":["https://stellarisdb.com/concepts/district-crashed-slaver-ship"]},{"key":"concept_crystal_reef","name":"Crystal Reef","url":"https://stellarisdb.com/concepts/crystal-reef","category":null,"aliases":[],"text":"- Max Crystal Mines: +2\n\nCrystal lattices glimmer amongst the rocks and corals of this sandy reef.","links":[]},{"key":"concept_culture_shock_broken_shackles","name":"Stellar Culture Shock","url":"https://stellarisdb.com/concepts/culture-shock-broken-shackles","category":null,"aliases":[],"text":"- Minerals from Jobs: -10%\n- Energy Credits from Jobs: -10%\n- Engineering Research from Jobs: -20%\n- Physics Research from Jobs: -20%\n- Society Research from Jobs: -20%\n- Will expire in 10 Years\n\nThis planet may be free, but its populace are still adjusting to the sudden realities of a universe larger than they ever expected.","links":[]},{"key":"concept_cybernetic_ascension","name":"Cybernetic Ascension","url":"https://stellarisdb.com/concepts/cybernetic-ascension","category":null,"aliases":[],"text":"The limits and constraints imposed on us by our feeble organic bodies are simply unacceptable. To reach our full potential, we must turn to cybernetic implants.","links":[]},{"key":"concept_damn_the_consequences","name":"Damn the Consequences","url":"https://stellarisdb.com/concepts/damn-the-consequences","category":null,"aliases":[],"text":"- Positive effects from Overtuned Traits: +100%\n- Organic Pop Upkeep: +100%\n\nThis Edict pushes our genetic modifications to the very limit, doubling their effect but also causing an increased amount of terrible side-effects, including sudden catastrophic combustion.\n\nDamn the Consequences ignores Edict Fund and will always use 80% of your monthly  Unity income!","links":["https://stellarisdb.com/concepts/edict-fund"]},{"key":"concept_default_federation","name":"Galactic Union","url":"https://stellarisdb.com/concepts/default-federation","category":null,"aliases":[],"text":"Members of this Federation are united in readiness to cooperate. Together, they will deal with whatever problems may arise.","links":[]},{"key":"concept_deitys_swarms","name":"Swarms of the Deity","url":"https://stellarisdb.com/concepts/deitys-swarms","category":null,"aliases":[],"text":"- Max Districts: -1\n- On completing Knightly Quests: Bonuses on this Planetary Feature\n\nIn the Deity's wake, insects previously unknown to this world spread rapidly, coming to thrive in many of the affected areas. Their pestilent presence continues to test us as we seek to cultivate these lands.","links":[]},{"key":"concept_devouring_swarm","name":"Devouring Swarm","url":"https://stellarisdb.com/concepts/devouring-swarm","category":null,"aliases":[],"text":"Effects:\nCannot engage in Diplomacy with other empires!\nCannot access the Galactic Market\nHas the 'Hunger' casus belli on all other empires\nXeno Pops will always be eaten\nGains  Society Research from eating  Xeno Pops\n\nModifiers:\n- Starbase Influence Cost: -50%\n- Ship Hull Points: +25%\n- Daily Hull Regen: +5%\n- Daily Armor Regen: +5%\n- Army Damage: +40%\n- Research Speed (Biology): +20%\n- Ship Build Cost: -25%\n- Naval Capacity: +33%\n\nOur Hive Mind exists only to consume and grow stronger. We will collect all available bio-matter and evolve to consume the galaxy!","links":[]},{"key":"concept_diplomacy_traditions","name":"Diplomacy Traditions","url":"https://stellarisdb.com/concepts/diplomacy-traditions","category":null,"aliases":[],"text":"- Unlocks Edict: Diplomatic Grants\n- Diplomatic Influence Cost reduced by 50%.\n\nThe surest way to destroy your enemies is to make them your friends.","links":[]},{"key":"concept_genetic_ascension","name":"Genetic Ascension","url":"https://stellarisdb.com/concepts/genetic-ascension","category":null,"aliases":[],"text":"The flaws of evolution have plagued us for too long. We must reshape ourselves and unlock our full genetic potential.","links":[]},{"key":"concept_mutation_ascension","name":"Mutation Ascension","url":"https://stellarisdb.com/concepts/mutation-ascension","category":null,"aliases":[],"text":"The flaws of evolution have plagued us for too long. We must reshape ourselves and unlock our full genetic potential.","links":[]},{"key":"concept_purity_ascension","name":"Purity Ascension","url":"https://stellarisdb.com/concepts/purity-ascension","category":null,"aliases":[],"text":"We will know what it means to be pure.","links":[]},{"key":"concept_district_crashed_slaver_ship","name":"Scavenger Site","url":"https://stellarisdb.com/concepts/district-crashed-slaver-ship","category":null,"aliases":[],"text":"-  Housing: +400\n-  Building Slots: +0.75\n-  Scavenger Jobs: +100\n\nWhile debris from the crash is scattered across a massive area, enough of the ship has survived that scavenging it for parts may be of value.","links":["https://stellarisdb.com/concepts/broken-shackles-scavenger"]},{"key":"concept_doomsday_modifier","name":"Doomsday","url":"https://stellarisdb.com/concepts/doomsday-modifier","category":null,"aliases":[],"text":"- This planet will EXPLODE within 35 to 45 years\n\nModifiers will increase over time to a maximum of:\n- Alloys from Jobs: +120%\n- Minerals from Jobs: +120%\n- Energy Credits from Jobs: +120%\n- Emigration Push: 100%\n- Stability: -30\n- Immigration Pull: -50%\n- Habitability: -90%\n\nThis planet is doomed. It is tectonically unstable and will eventually explode.","links":[]},{"key":"concept_envenomed_seas","name":"Envenomed Seas","url":"https://stellarisdb.com/concepts/envenomed-seas","category":null,"aliases":[],"text":"- Max Districts: -1\n- On completing Knightly Quests: Bonuses on this Planetary Feature\n\nNot even the seas were spared the Deity's baneful touch.","links":[]},{"key":"concept_ex_gravitas","name":"Ex Gravitas","url":"https://stellarisdb.com/concepts/ex-gravitas","category":null,"aliases":[],"text":"A string of anomalous readings has been detected in our home system. We need to launch a surface excursion to find out more.","links":[]},{"key":"concept_experimental_crater","name":"Experimental Crater","url":"https://stellarisdb.com/concepts/experimental-crater","category":null,"aliases":[],"text":"- Produces: 4 8 \n- Monthly Loyalty Change: -1\n-  [miner.GetName] Jobs: +300\n- Caution: Incoming colony \"ships\" may explode\n\nA designated area for testing new asteroidal colony ships. It might not be the most convenient way to test the ships, but outsourcing the process definitely saves on the clean-up costs for the Overlord.","links":["https://stellarisdb.com/concepts/miner"]},{"key":"concept_federation","name":"Federation","url":"https://stellarisdb.com/concepts/federation","category":"Development","aliases":[],"text":"A Federation is a supranational alliance of space-faring civilizations.\n\nBy assigning an  Official to coordinate diplomatic affairs, the stability and Cohesion of the Federation is increased, which can unlock Federation Perks.","links":["https://stellarisdb.com/concepts/official"]},{"key":"concept_free_at_last_broken_shackles","name":"Free at Last","url":"https://stellarisdb.com/concepts/free-at-last-broken-shackles","category":null,"aliases":[],"text":"- … Pop Happiness: +20%\n- Pop Housing Usage: -25%\n- Pop Amenities Usage: -50%\n- Unity from Jobs: +100%\n- Pop Consumer Goods Upkeep: -50%\n- Egalitarian Ethics Attraction: +50%\n- Will expire in 20 Years\n\nThe former slaves are finally free from their oppressors.","links":[]},{"key":"concept_gene_banks","name":"Gene Banks","url":"https://stellarisdb.com/concepts/gene-banks","category":null,"aliases":[],"text":"- Unlocks Army: Clone Army\n\nGene Banks filter and curate available genomes for deployment in clones.","links":[]},{"key":"concept_gene_tailoring","name":"Gene Tailoring","url":"https://stellarisdb.com/concepts/gene-tailoring","category":null,"aliases":[],"text":"- Unlocks Feature: Genetic Modification \n- Unlocks Feature: Self-Modification\n\nMaking gene-editing tools widely available is sure to have a positive impact on our development as a species.","links":[]},{"key":"concept_habitat_1","name":"Orbital Habitats","url":"https://stellarisdb.com/concepts/habitat-1","category":null,"aliases":[],"text":"- Unlocks Megastructure: Habitat Central Complex\n\nAllows the construction of largely self-sustaining Orbital Habitats.","links":[]},{"key":"concept_habitat_2","name":"Habitat Expansion","url":"https://stellarisdb.com/concepts/habitat-2","category":null,"aliases":[],"text":"Unlocks Building: Habitat Central Control\n\nOur early habitats were primitive things compared to the efficient designs we can now develop.","links":[]},{"key":"concept_hegemony_federation","name":"Hegemony","url":"https://stellarisdb.com/concepts/hegemony-federation","category":null,"aliases":[],"text":"Federations of this type are most often built around one powerful empire surrounded by lesser satellite states.","links":[]},{"key":"concept_insufficient_offspring_oversight","name":"Insufficient Offspring Oversight","url":"https://stellarisdb.com/concepts/insufficient-offspring-oversight","category":null,"aliases":[],"text":"- Military Ship Sublight Speed: -50%\n- Evasion Chance: -50%\n- Ship Fire Rate: -50%\n- Accuracy: -50%\n\nWithout an Offspring leading the fleet, our forces are unorganized and lack efficiency.","links":[]},{"key":"concept_knights_quest","name":"Quest for the Toxic God","url":"https://stellarisdb.com/concepts/knights-quest","category":null,"aliases":[],"text":"Unlocks powerful modifiers for … … Jobs and Toxic Planetary Features.\n\nFounded centuries ago by the first ruler of our world, the Order has one purpose: to search tirelessly for the Toxic God. Much has changed since its creation, but the Order lives on as does its Quest, to search from the smallest corner of our home world to the farthest reaches of the galaxy.","links":[]},{"key":"concept_lithoid_crater","name":"Lithoid Crater","url":"https://stellarisdb.com/concepts/lithoid-crater","category":null,"aliases":[],"text":"- Habitability for non-Lithoid Pops: -50%\n\nThis large crater is the result of a Lithoid-bearing meteorite slamming into the planet.","links":[]},{"key":"concept_lithoid_origin","name":"Calamitous Birth","url":"https://stellarisdb.com/concepts/lithoid-origin","category":null,"aliases":[],"text":"Not native to their 'homeworld', these Lithoids arrived when a meteorite slammed into the planet and killed off most of the native life.","links":[]},{"key":"concept_machine_assimilator","name":"Driven Assimilator","url":"https://stellarisdb.com/concepts/machine-assimilator","category":null,"aliases":[],"text":"- Start the game with 1K  Cyborg Pops and the ability to Assimilate organics as cyborgs\n- Assimilating  Organic Pops generates a small amount of  Unity and  Society Research\n- Non-assimilating  Organic Pops are automatically Purged over time\n- Has the 'Assimilation' casus belli on all other empires\n- Decreased Opinion for most other empires\n- Allows access to the Cybernetic Ascension Path.\n\nObsessed with survival through diversification, the Machine Intelligence seeks to erase the line between itself and everything - and everyone - else.","links":[]},{"key":"concept_malfunctioning_replicator_bay","name":"Malfunctioning Replicator Bay","url":"https://stellarisdb.com/concepts/malfunctioning-replicator-bay","category":null,"aliases":[],"text":"- Time to Clear:\n - 360 Days\n- Cost to Clear:\n - 600  Minerals\n- Max Districts: -1\n\nThe replicator bay built into the Machine World is malfunctioning, producing endless piles of grappling clamps.","links":[]},{"key":"concept_massive_crater","name":"Massive Crater","url":"https://stellarisdb.com/concepts/massive-crater","category":null,"aliases":[],"text":"- Effects of Lithoid Traits: +50%\n- Max Districts: +6\n- Max Mining Districts: +6\n- Max Agriculture Districts: -6\n- Pop Growth Speed: +25%\n\nThe impact site of the meteorite which brought Lithoids to this planet.","links":["https://stellarisdb.com/concepts/lithoid-traits"]},{"key":"concept_military_federation","name":"Martial Alliance","url":"https://stellarisdb.com/concepts/military-federation","category":null,"aliases":[],"text":"Members of this Federation seek to close their ranks around the ideals of camaraderie, martial prowess and military cooperation.\n\nRequirements:\nOne of the following:\n- Is some degree of Militarist\n- Has Strength of Legions Civic\n- Has Warbots Civic","links":[]},{"key":"concept_no_lifetree","name":"No Tree of Life","url":"https://stellarisdb.com/concepts/no-lifetree","category":null,"aliases":[],"text":"- Colonial Infrastructure Build Speed: -50%\n- Resources from Jobs: -25%\n- Upkeep from Jobs: +10%\n- Stability: -5%\n\nWithout the Tree, we are incomplete.","links":[]},{"key":"concept_ocean_paradise_mod","name":"Ocean Paradise","url":"https://stellarisdb.com/concepts/ocean-paradise-mod","category":null,"aliases":[],"text":"- Happiness: +15%\n- Pop Growth Speed: +10%\n- Resources from Jobs: +5%\n\nFew worlds boast conditions so fortunate. Its rich, flourishing resources could last an eternity - if properly managed.","links":[]},{"key":"concept_order_jobs","name":"Knightly Order Jobs","url":"https://stellarisdb.com/concepts/order-jobs","category":null,"aliases":[],"text":"- Lord Commander \n- [knight.GetIcon …]","links":["https://stellarisdb.com/concepts/knight-commander","https://stellarisdb.com/concepts/knight"]},{"key":"concept_orders_demesne","name":"Order's Demesne","url":"https://stellarisdb.com/concepts/orders-demesne","category":null,"aliases":[],"text":"- … [knight.GetName] Jobs: +50\n\nThe Order shall not be limited to any keep or star base! Nay, only with vast open spaces - worlds and systems bountiful with resources and good hunting - can they truly thrive.","links":["https://stellarisdb.com/concepts/knight"]},{"key":"concept_organic_slurry","name":"Organic Slurry","url":"https://stellarisdb.com/concepts/organic-slurry","category":null,"aliases":[],"text":"- Produces: 15  Food\n\nAn ocean of organic slurry, the processed remains of the former biomass of a planet.","links":[]},{"key":"concept_overtuned_traits","name":"Overtuned Traits","url":"https://stellarisdb.com/concepts/overtuned-traits","category":null,"aliases":[],"text":"Overtuned traits provide greater benefits compared to regular species traits at the cost of reducing leader lifespan.","links":[]},{"key":"concept_payback_debris_field","name":"Debris Field","url":"https://stellarisdb.com/concepts/payback-debris-field","category":null,"aliases":[],"text":"- Habitability: -30%\n- Infrastructure Cost: +15%\n- Infrastructure Upkeep: +50%\n- Starting Devastation: 33%\n\nThe orbiting debris from the wrecked Minamar ship frequently rains down upon the planet below. Any surface infrastructure will require more regular and intensive maintenance to repair the damage done.","links":[]},{"key":"concept_payback_digsite","name":"The Aftermath of Battle","url":"https://stellarisdb.com/concepts/payback-digsite","category":null,"aliases":[],"text":"The warship that once threatened our homeworld still looms over us, a stark reminder of the fate we narrowly escaped. It is time to take back our skies and salvage the technological marvels contained within the wreck.","links":[]},{"key":"concept_payback_ship_debris","name":"Ship Debris","url":"https://stellarisdb.com/concepts/payback-ship-debris","category":null,"aliases":[],"text":"- Time to Clear:  360 Days\n- Cost to Clear: 300  Energy Credits\n- Max Districts: -1\n- On Clearing: Clearing the debris from the MSI ship could lead to a recovery of technological data or resources.\n\nThe crashed debris from the orbiting Minamar ship covers a massive area, blocking development of the planet.","links":[]},{"key":"concept_payback_unified_purpose","name":"Unified Purpose","url":"https://stellarisdb.com/concepts/payback-unified-purpose","category":null,"aliases":[],"text":"- Happiness: +15%\n- Amenities: +25%\n- Resources from Jobs: +10%\n- Unification Officer Jobs: +200\n- Will expire in 20 Years\n\nThe arrival of the invaders unified our planet. Now that we have regained control of our destiny, there is work to be done.","links":["https://stellarisdb.com/concepts/unifier"]},{"key":"concept_pc_barren","name":"Barren World","url":"https://stellarisdb.com/concepts/pc-barren","category":null,"aliases":[],"text":"- Uninhabitable\n\nBarren and rocky world with a thin or non-existent atmosphere. The surface is covered in meteor impact craters and is completely devoid of life.","links":[]},{"key":"concept_pc_frozen","name":"Frozen World","url":"https://stellarisdb.com/concepts/pc-frozen","category":null,"aliases":[],"text":"- Uninhabitable\n\nRocky world covered in a thick layer of permanently frozen ice. Low temperatures and a very thin atmosphere preclude the existence of life on the surface.","links":[]},{"key":"concept_pc_gaia","name":"Gaia World","url":"https://stellarisdb.com/concepts/pc-gaia","category":null,"aliases":[],"text":"- Base Habitability: 100%\n- Resources from Jobs: +10%\n- Biological Pop Happiness: +10%\n- Lithoid Pop Happiness: +10%\n- Automatic Resettlement Destination Chance: +50%\n\nAn ideal, temperate world with a nitrogen-oxygen atmosphere and a resilient ecosystem. Optimal conditions for all known higher forms of life at different latitudes.","links":[]},{"key":"concept_pc_habitat","name":"Orbital Habitat","url":"https://stellarisdb.com/concepts/pc-habitat","category":null,"aliases":[],"text":"- Colony Development Speed: +200%\n- Base Habitability: 40%\n\nAn artificial deep-space arcology offering planet-like - if decidedly urban - living conditions. Hydroponics and advanced filtering technologies make it near-self-sustaining, and station-borne facilities can mine the station's host planet for raw materials.","links":[]},{"key":"concept_pc_machine","name":"Machine World","url":"https://stellarisdb.com/concepts/pc-machine","category":null,"aliases":[],"text":"- Base Habitability: 0%\n- Resources from Jobs: +10%\n- Pop Housing Usage: -10%\n- Automatic Resettlement Destination Chance: +50%\n\nRocky world covered with artificial structures. The thin atmosphere consists mostly of industrial pollutants and is not capable of supporting biological life.","links":[]},{"key":"concept_prototype_pc_machine","name":"Prototype Machine World","url":"https://stellarisdb.com/concepts/prototype-pc-machine","category":null,"aliases":[],"text":"- Base Habitability: 0%\n- Resources from Jobs: +10%\n- Pop Housing Usage: -10%\n- Automatic Resettlement Destination Chance: +50% \n- Initial Blockers reduce Jobs from Districts, Housing, and District Capacity.\n\nRocky world covered with artificial structures. The thin atmosphere consists mostly of industrial pollutants and is not capable of supporting biological life.","links":[]},{"key":"concept_pc_molten","name":"Molten World","url":"https://stellarisdb.com/concepts/pc-molten","category":null,"aliases":[],"text":"- Uninhabitable\n\nRocky world that is scorching hot. The atmosphere is thin or non-existent, and lava from the interior flows freely due to constant volcanic eruptions. This type of planet cannot sustain organic life.","links":[]},{"key":"concept_pc_nuked","name":"Tomb World","url":"https://stellarisdb.com/concepts/pc-nuked","category":null,"aliases":[],"text":"- Base Habitability: 0%\n\nA rocky world with a nitrogen-oxygen atmosphere. It is currently experiencing a nuclear winter, with dense layers of sooty aerosols in the atmosphere. High levels of surface radiation. Minimal signs of life.","links":[]},{"key":"concept_pc_ocean","name":"Ocean World","url":"https://stellarisdb.com/concepts/pc-ocean","category":null,"aliases":[],"text":"- Base Habitability: 0%\n\nRocky world with a nitrogen-oxygen atmosphere and a significant hydrosphere. Oceans cover more than 90% of the surface, with scattered islands making up the remaining percentage.","links":[]},{"key":"concept_pc_relic","name":"Relic World","url":"https://stellarisdb.com/concepts/pc-relic","category":null,"aliases":[],"text":"- Base Habitability: 80%\n- Can be restored by a Colony Decision, unlocking special Arcology Districts\n\nA city once stretched across this entire world. Only ancient and abandoned ruins remain now, their original inhabitants long since departed.","links":[]},{"key":"concept_pc_shattered_ring","name":"Shattered Ring Segment","url":"https://stellarisdb.com/concepts/pc-shattered-ring","category":null,"aliases":[],"text":"- Base Habitability: 100%\n- Can be restored by a Colony Decision, unlocking special Segment Districts\n\nPart of a Ring World, an immense band encircling the system's sun.\nThis section of the megastructure has sustained damage - especially to some of its more advanced districts - but it does not appear irreparable.","links":[]},{"key":"concept_pestilential_wasteland","name":"Pestilential Wasteland","url":"https://stellarisdb.com/concepts/pestilential-wasteland","category":null,"aliases":[],"text":"- Max Districts: -1\n- On completing Knightly Quests: Bonuses on this Planetary Feature\n\nNot all could enjoy the blessings of the Deity. Large areas of land were ruined by its passing, never to recover.","links":[]},{"key":"concept_planetary_government","name":"Unified Government","url":"https://stellarisdb.com/concepts/planetary-government","category":null,"aliases":[],"text":"- Unlocks Building: Planetary Administration\n- Unlocks Building: Precinct Houses\n- Unlocks Building: Administrative Offices\n\nOnce a colony has been firmly established and pioneers turn into citizens, the need for a strong local government providing stability trumps the colonial need for flexibility.","links":[]},{"key":"concept_planetary_unification","name":"Societal Unification","url":"https://stellarisdb.com/concepts/planetary-unification","category":null,"aliases":[],"text":"- Upon Research Completed: Grants 12 Months of Unity Production\n- Monthly Unity: +5%.\n- Unlocks Feature: Additional Edicts (Campaigns).\n\nAncient warring tribes, historical nations in conflict, now unified in empire. We must not, will not, crumble.","links":["https://stellarisdb.com/concepts/unity","https://stellarisdb.com/concepts/edicts"]},{"key":"concept_pools_most_venemous","name":"Pools Most Venemous","url":"https://stellarisdb.com/concepts/pools-most-venemous","category":null,"aliases":[],"text":"- Max Districts: -1\n\nLeft in the Deity's wake are many pools most venemous, from which remnants of Its toxins may be recovered.","links":[]},{"key":"concept_powered_exoskeletons","name":"Powered Exoskeletons","url":"https://stellarisdb.com/concepts/powered-exoskeletons","category":null,"aliases":[],"text":"- Army Damage: +5%\n- Worker Job Efficiency: +5%\n\nWearing a powered exoskeleton suit augments the user's strength and speed. The military applications are obvious, but it will also increase labor efficiency.","links":[]},{"key":"concept_prosp_uni","name":"Prosperous Unification","url":"https://stellarisdb.com/concepts/prosp-uni","category":null,"aliases":[],"text":"- Happiness: +15%\n- Amenities: +25%\n- Resources from Jobs: +10%\n- Will expire in 20 Years.\n\nSince Unification Day the economy has been booming!","links":[]},{"key":"concept_psionic_ascension","name":"Psionic Ascension","url":"https://stellarisdb.com/concepts/psionic-ascension","category":null,"aliases":[],"text":"By unlocking the latent psionic abilities of the mind, it is possible to tap into and draw immense power from The Shroud.","links":[]},{"key":"concept_attunement","name":"Attunement","url":"https://stellarisdb.com/concepts/attunement","category":null,"aliases":[],"text":"Attunement represents the degree to which a Patron takes interest in an empire. Perform Deeds or complete Callings to increase Attunement.\n\nIncreasing Attunement with one Patron will decrease Attunement with the opposing Patron.","links":["https://stellarisdb.com/concepts/deeds","https://stellarisdb.com/concepts/callings"]},{"key":"concept_psionic_theory","name":"Psionic Theory","url":"https://stellarisdb.com/concepts/psionic-theory","category":null,"aliases":[],"text":"-  Empire Size from Pops: -10%\n\nThe mind is in many ways a reflection of the universe itself, a microcosmos. Not all beings will reach this level of insight, but their minds are tools greater than any other.","links":[]},{"key":"concept_quantic_ambush","name":"Quantic Ambush","url":"https://stellarisdb.com/concepts/quantic-ambush","category":null,"aliases":[],"text":"- Ship Fire Rate: +33% for 120 days\n\nThe instant and unpredictable nature of Quantum Catapult travel allows us to hit foes when they least expect it.","links":[]},{"key":"concept_quantum_catapult_improved_slingshot","name":"Quantum Catapult","url":"https://stellarisdb.com/concepts/quantum-catapult-improved-slingshot","category":null,"aliases":[],"text":"- Range: 750\n- Spread: 25\n- Time Spent Missing In Action: -30%\n- Windup Speed: -60%\n\nA Quantum Catapult harnesses the power of a Neutron Star or Pulsar to twist the fabric of space, skipping a fleet across great distances.","links":[]},{"key":"concept_quantum_catapult_restored_slingshot","name":"Quantum Catapult Twin Arrays","url":"https://stellarisdb.com/concepts/quantum-catapult-restored-slingshot","category":null,"aliases":[],"text":"- Range: 450\n- Spread: 35\n- Time Spent Missing In Action: -20%\n- Windup Speed: -30%\n- Can be upgraded into an Quantum Catapult\n\nA Quantum Catapult harnesses the power of a Neutron Star or Pulsar to twist the fabric of space, skipping a fleet across great distances.","links":["https://stellarisdb.com/concepts/quantum-catapult-improved-slingshot"]},{"key":"concept_research_federation","name":"Research Cooperative","url":"https://stellarisdb.com/concepts/research-federation","category":null,"aliases":[],"text":"This Federation leans towards technocracy, with an acute focus on discerning universal truths.\n\nRequirements:\nOne of the following:\n- Has Machine Intelligence Authority\n- Is some degree of Materialist\n- Has Natural Neural Network Civic","links":[]},{"key":"concept_robomodding","name":"Machine Template System","url":"https://stellarisdb.com/concepts/robomodding","category":null,"aliases":[],"text":"- Habitability: +5%\n- Unlocks Feature: Robomodding\n\nRewritable assembly templates allow for the creation of bespoke robot designs.","links":[]},{"key":"concept_robotic_workers","name":"Artificial Workforce","url":"https://stellarisdb.com/concepts/robotic-workers","category":null,"aliases":[],"text":"- Unlocks Building: Robot Assembly Plants\n- Unlocks Feature: Robot Workers\n\nThese artificial work units are perfect for menial labor tasks. They are hard-working and capable of following simple vocal instructions, but should not be expected to climb stairs.","links":[]},{"key":"concept_ruined_arcology","name":"Ruined Arcology","url":"https://stellarisdb.com/concepts/ruined-arcology","category":null,"aliases":[],"text":"- Time to Clear:\n - 360 Days\n- Cost to Clear:\n - 750  Energy Credits\n - 250  Minerals\n- Max Districts: -1\n- On Clearing:\n - 33% Chance of 10  Minor Artifacts\n - 33% Chance of 30  Minor Artifacts\n - 33% Chance of 50  Minor Artifacts\n\nThe Arcologies which cover this City-Planet lie in ruins. While the foundations are still solid, much of the decaying structure will need to be cleared before we can rebuild.","links":[]},{"key":"concept_scion","name":"Scion","url":"https://stellarisdb.com/concepts/scion","category":null,"aliases":[],"text":"A Scion is a Subject type that was guided through their development by a Fallen Empire Overlord.","links":[]},{"key":"concept_seed_bombing","name":"Seed Bombing","url":"https://stellarisdb.com/concepts/seed-bombing","category":null,"aliases":[],"text":"- No damage to Armies\n- Heavy damage to Planets\n- No damage to Pops\n- Will bombard undefended planets\n- Spawns blockers on the planet\n\nSeed Bombing carpets the planet with hyper-fertilized seed pods, causing an explosion of growth.","links":[]},{"key":"concept_seed_pod","name":"Seed Pod","url":"https://stellarisdb.com/concepts/seed-pod","category":null,"aliases":[],"text":"- Spread to colonizable planets by Space Fauna that grazed at Starseed Gardens \n- On Uninhabited Planets: Dormant Seed Pods \n- On Inhabited Planets: Invasive Xenoflora","links":["https://stellarisdb.com/concepts/seeded-planet-0-modifier","https://stellarisdb.com/concepts/seeded-planet-1-modifier"]},{"key":"concept_seeded_planet_0_modifier","name":"Dormant Seed Pods","url":"https://stellarisdb.com/concepts/seeded-planet-0-modifier","category":null,"aliases":[],"text":"- Empires with the Fruitful Partnership Origin can use a Special Project to open the Seed Pods and colonize the planet. \n\nStrange seeds from an entirely different ecosystem lie dormant on this planet.","links":[]},{"key":"concept_seeded_planet_1_modifier","name":"Invasive Xenoflora","url":"https://stellarisdb.com/concepts/seeded-planet-1-modifier","category":null,"aliases":[],"text":"- Society Research from Jobs: +5% \n- Food from Jobs: +5% \n- Immigration Pull: +5% \n- Empires with the Fruitful Partnership Origin can use a Special Project to summon armies to appear on this planet during a war. \n\nSeeds from another land have found fertile soil here, supplanting the local vegetation.","links":[]},{"key":"concept_ship_debris_broken_shackles","name":"Ship Debris","url":"https://stellarisdb.com/concepts/ship-debris-broken-shackles","category":null,"aliases":[],"text":"- Max Districts: -1\n- This blocker can only be removed by investigating the Crashed Slaver Ship.\n\nThe debris from the crashed slaver ship covers a massive area, blocking development of the planet.","links":[]},{"key":"concept_shroud_beacon","name":"Shroud Beacon","url":"https://stellarisdb.com/concepts/shroud-beacon","category":null,"aliases":[],"text":"A psionic Beacon used to spawn a Shroud Tunnel in this system. While the Shroud Beacon may be dismantled (or destroyed), the Tunnel itself cannot be removed.","links":[]},{"key":"concept_shroudwalker_enclave","name":"Shroudwalker Enclave","url":"https://stellarisdb.com/concepts/shroudwalker-enclave","category":null,"aliases":[],"text":"A mysterious sect of psionic practitioners, dedicated to exploring The Shroud and its ineffable designs.","links":[]},{"key":"concept_slingshot_digsite","name":"Logs from the Quantum Architect","url":"https://stellarisdb.com/concepts/slingshot-digsite","category":null,"aliases":[],"text":"We have found the wreckage of a ruined megastructure. The construct is obviously in desperate need of repairs, and we've found a wealth of xenological insights in its databanks. While we're deciding whether to rebuild this ancient technology, our archaeologists have an opportunity to extract and recover clues to the origin of this cosmic device. A series of logs from one of the inventors, the 'Quantum Architect,' seems especially promising. Recovering files should help us decipher the culture and history of the ancient race that left us this tech.","links":[]},{"key":"concept_sm_feeder","name":"Starseed Garden","url":"https://stellarisdb.com/concepts/sm-feeder","category":null,"aliases":[],"text":"- Produces: 5 \n- Lures Space Fauna to graze at the Starbase, collecting Seed Pods for dispersal\n\nA vacuum garden for our Starbase, full of plants genetically enhanced to attract spaceborne fauna.","links":[]},{"key":"concept_spiritualist_federation","name":"Holy Covenant","url":"https://stellarisdb.com/concepts/spiritualist-federation","category":null,"aliases":[],"text":"This Federation promotes spiritualist scholarship, and asserts reverence for all things divine.\n\nRequirements:\n- Is some degree of Spiritualist","links":[]},{"key":"concept_synthetic_ascension","name":"Synthetic Ascension","url":"https://stellarisdb.com/concepts/synthetic-ascension","category":null,"aliases":[],"text":"It is time to abandon the flawed organic vessels that imprison our minds. By transferring our neural patterns into synthetic bodies, we will achieve a higher state of being.","links":[]},{"key":"concept_terravore","name":"Terravore","url":"https://stellarisdb.com/concepts/terravore","category":null,"aliases":[],"text":"Our Hive Mind exists only to consume and grow stronger. We will devour the very worlds of the galaxy!","links":[]},{"key":"concept_tiyanki","name":"Tiyanki","url":"https://stellarisdb.com/concepts/tiyanki","category":null,"aliases":[],"text":"Tiyanki are peaceful Space Fauna, capable of travelling along hyperlanes to find gas giants to graze upon.","links":[]},{"key":"concept_toxic_features","name":"Toxic Planetary Features","url":"https://stellarisdb.com/concepts/toxic-features","category":null,"aliases":[],"text":"- Pools Most Venemous \n- Pestilential Wasteland \n- Swarms of the Deity \n- A Blight Upon the Land \n- Envenomed Seas","links":["https://stellarisdb.com/concepts/pools-most-venemous","https://stellarisdb.com/concepts/pestilential-wasteland","https://stellarisdb.com/concepts/deitys-swarms","https://stellarisdb.com/concepts/blight-upon-the-land","https://stellarisdb.com/concepts/envenomed-seas"]},{"key":"concept_tr_diplomacy_the_federation","name":"The Federation","url":"https://stellarisdb.com/concepts/tr-diplomacy-the-federation","category":null,"aliases":[],"text":"- Unlocks Diplomacy: Form Federation\n- Envoy Capacity are increased by 1.\n\nWe must build stable and lasting partnerships with our neighbors, based on trust and mutual respect. Together we are far stronger than we could ever hope to be alone.","links":[]},{"key":"concept_trade_federation","name":"Trade League","url":"https://stellarisdb.com/concepts/trade-federation","category":null,"aliases":[],"text":"This Federation has a distinct focus on free markets and economic growth.\n\nRequirements:\nOne of the following:\n- Has Corporate Authority\n- Has Merchant Guilds Civic\n- Has Corporate Dominion Civic","links":[]},{"key":"concept_transplant_tree_of_life","name":"Transplant Tree of Life","url":"https://stellarisdb.com/concepts/transplant-tree-of-life","category":null,"aliases":[],"text":"- Adds a Tree of Life Sapling Planetary Feature to this colony.\n\nA network of Trees must be established here for our Hive to flourish.","links":[]},{"key":"concept_tree_of_life","name":"Tree of Life","url":"https://stellarisdb.com/concepts/tree-of-life","category":null,"aliases":[],"text":"- Pop Growth Speed: +15%\n- Society Research from Jobs: +10%\n- Housing: +1000\n- Max Agriculture Districts: +4\n- Upkeep: 4  Food\n\nThe Great Tree has sheltered and supported the Hive for untold generations.","links":[]},{"key":"concept_tree_of_life_sapling","name":"Tree of Life Sapling","url":"https://stellarisdb.com/concepts/tree-of-life-sapling","category":null,"aliases":[],"text":"- Pop Growth Speed: +10%\n- Society Research from Jobs: +10%\n- Housing: +500\n- Max Agriculture Districts: +2\n- Upkeep: 2  Food\n\nAn offshoot of the Great Tree, transplanted here by the Hive. It will take millennia for it to fully mature.","links":[]},{"key":"concept_shroud_forged_pops","name":"Shroud-Forged Pops","url":"https://stellarisdb.com/concepts/shroud-forged-pops","category":null,"aliases":[],"text":"- Cannot do  Menial Drone Jobs\n- Increased  Complex Drone output\n- Increased  Deviancy\n- Unique Species Rights\n\nThese units have been reshaped by an entity within the Shroud.","links":[]},{"key":"concept_pierce_the_shroud","name":"Pierce the Shroud","url":"https://stellarisdb.com/concepts/pierce-the-shroud","category":null,"aliases":[],"text":"By interfacing with the breach near our homeworld, this algorithm extends the Shroud's influence for a femtosecond, allowing it to physically alter a planet's terrain. The results are unpredictable.","links":[]},{"key":"concept_unplugged_battlefield","name":"Battlefield Recoveries","url":"https://stellarisdb.com/concepts/unplugged-battlefield","category":null,"aliases":[],"text":"- Pop Amenities Usage: -50%\n- Will expire in 10 Years.\n\nCountless cyborgs and machines lie dead across this world following a brutal attempt at extermination. Healthy individuals and walking wounded alike may scavenge their bodies for upgrades.","links":[]},{"key":"concept_cybernetic_traits","name":"Cybernetic","url":"https://stellarisdb.com/concepts/cybernetic-traits","category":null,"aliases":[],"text":"Cybernetic Traits provide specialized benefits that can be used alongside Organic Traits.","links":[]},{"key":"concept_natural_blocker","name":"Natural Blocker","url":"https://stellarisdb.com/concepts/natural-blocker","category":null,"aliases":["concept_natural_blockers"],"text":"Blockers are a type of Planetary Feature consisting of:\n- Deep Sinkhole\n- Quicksand Basin\n- Active Volcano\n- Impassable Mountains\n- Dangerous Wildlife\n- Dense Jungle\n- Toxic Kelp\n- Noxious Swamp\n- Massive Glacier","links":["https://stellarisdb.com/concepts/blocker"]},{"key":"concept_toxic_blocker","name":"Toxic Blocker","url":"https://stellarisdb.com/concepts/toxic-blocker","category":null,"aliases":["concept_toxic_blockers"],"text":"Toxic Blockers are the remains of the detoxification process, left behind when a Toxic World is terraformed into a Habitable World.\n\nThey are:\n- Tainted Snowcaps\n- Poisonous Algae\n- Venomous Insects\n- Unpleasant Atmosphere\n- Rotten Soil","links":["https://stellarisdb.com/concepts/terraforming","https://stellarisdb.com/concepts/habitable-world"]},{"key":"concept_paranoia_modifier","name":"Paranoia","url":"https://stellarisdb.com/concepts/paranoia-modifier","category":null,"aliases":[],"text":"After witnessing an ancient catastrophe, successive generations suffer from an ever-worsening sense of cataclysmic dread.\n\nHappiness modifier worsens over time: -5% to -50%","links":[]},{"key":"concept_shroud_rift_deposit","name":"Shroud-Touched Region","url":"https://stellarisdb.com/concepts/shroud-rift-deposit","category":null,"aliases":[],"text":"Deviancy: +5%\n- Produces: 1  Zro\n\nForever scarred by the Shroud.","links":[]},{"key":"concept_district_ark_military","name":"Ordnance Engineering","url":"https://stellarisdb.com/concepts/district-ark-military","category":null,"aliases":[],"text":"-  Housing: +200\n-  Technicians Jobs: +200\n\nRows of massive power plants that generate large amounts of energy which can then be used or converted into energy credits.","links":["https://stellarisdb.com/concepts/housing","https://stellarisdb.com/concepts/technician"]},{"key":"concept_auth_hive_mind","name":"Hive Mind","url":"https://stellarisdb.com/concepts/auth-hive-mind","category":"Empire","aliases":["concept_auth_hive_minds"],"text":"Hive Minds operate as a single organism more than as a state. The population has no free will, and act as an extension of the gestalt consciousness itself, much like the limbs of a body.\n\nWhen cut off from the Mind, these drones become comatose and eventually wither and die. Any free individuals on planets owned by the Mind are driven away, killed, or simply treated as prey to feed the collective.","links":[]},{"key":"concept_auth_machine_intelligence","name":"Machine Intelligence","url":"https://stellarisdb.com/concepts/auth-machine-intelligence","category":"Empire","aliases":["concept_auth_machine_intelligences"],"text":"Machine Intelligences are immense artificial group minds that have been networked into a single gestalt consciousness. Most of the actual \"population\" in such an empire consists of mindless work units who perform their designated tasks without any semblance of free will.\n\nA small number of semi-autonomous agents are typically employed for more specialized tasks that benefit from some degree of independent initiative.","links":[]},{"key":"concept_corporate_election","name":"Corporate Election","url":"https://stellarisdb.com/concepts/corporate-election","category":null,"aliases":[],"text":"- Base Election Frequency: 20 Years \n - Ruler is decided Randomly \n - Unity can be spent to Elect a Leader \n - Up to 4 Leaders can be Election Candidates \n - Rulers can NOT be Re-elected \n - Allows Emergency Elections","links":[]},{"key":"concept_democratic_election","name":"Democratic Election","url":"https://stellarisdb.com/concepts/democratic-election","category":null,"aliases":[],"text":"- Base Election Frequency: 10 Years \n - Ruler is decided by Support \n - Support can be increased with Unity \n - All Leaders can be Election Candidates \n - Rulers can be Re-elected \n - Does NOT allow Emergency Elections","links":[]},{"key":"concept_dictatorial_election","name":"Dictatorial Election","url":"https://stellarisdb.com/concepts/dictatorial-election","category":null,"aliases":[],"text":"- Elections are held upon Ruler Death \n - Ruler is decided Randomly \n - Unity can be spent to Elect a Leader \n - All Leaders can be Election Candidates \n - Rulers can NOT be Re-elected \n - Does NOT allow Emergency Elections","links":[]},{"key":"concept_oligarchic_election","name":"Oligarchic Election","url":"https://stellarisdb.com/concepts/oligarchic-election","category":null,"aliases":[],"text":"- Base Election Frequency: 20 Years \n - Ruler is decided Randomly \n - Unity can be spent to Elect a Leader \n - Up to 4 Leaders can be Election Candidates \n - Rulers can NOT be Re-elected \n - Allows Emergency Elections","links":[]},{"key":"concept_automodding_biological","name":"Biological Auto-Mod Trait List","url":"https://stellarisdb.com/concepts/automodding-biological","category":null,"aliases":[],"text":"- Traditional\n- Thrifty\n- Intelligent\n- Industrious\n- Agrarian\n- Ingenious\n- Charismatic","links":[]},{"key":"concept_vocational_traits","name":"Vocational Traits","url":"https://stellarisdb.com/concepts/vocational-traits","category":null,"aliases":[],"text":"Vocational Traits are Species Traits that can be auto-modded by the Vocational Genomics trait.\n- Traditional\n- Thrifty\n- Intelligent\n- Industrious\n- Agrarian\n- Ingenious\n- Charismatic","links":[]},{"key":"concept_fleeting_excellence_traits","name":"Fleeting Excellence Traits","url":"https://stellarisdb.com/concepts/fleeting-excellence-traits","category":null,"aliases":[],"text":"Fleeting Excellence Traits are Species Traits that can be auto-modded by the Fleeting Excellence trait.\n- Expressed Tradition\n- Commercial Genius\n- Augmented Intelligence\n- Dedicated Miner\n- Farm Appendages\n- Technical Talent\n- Crafted Smiles","links":[]},{"key":"concept_universal_augmentations_traits","name":"Universal Augmentations Traits","url":"https://stellarisdb.com/concepts/universal-augmentations-traits","category":null,"aliases":[],"text":"Universal Augmentations Traits are Species Traits that can be auto-modded by the Universal Augmentations trait.\n- Compliance Filters\n- Trading Algorithms\n- Logic Engines\n- Power Drills\n- Harvesters\n- Superconductive\n- Embellished Augments","links":[]},{"key":"concept_automodding_cyborg","name":"Cybernetic Auto-Mod Trait List","url":"https://stellarisdb.com/concepts/automodding-cyborg","category":null,"aliases":[],"text":"- Compliance Filters\n- Trading Algorithms\n- Logic Engines\n- Power Drills\n- Harvesters\n- Superconductive\n- Embellished Augments","links":[]},{"key":"concept_adaptive_frames_traits","name":"Adaptive Frames Traits","url":"https://stellarisdb.com/concepts/adaptive-frames-traits","category":null,"aliases":[],"text":"Adaptive Frames Traits are Species Traits that can be auto-modded by the Adaptive Frames trait.\n- Propaganda Machines\n- Trading Algorithms\n- Logic Engines\n- Power Drills\n- Harvesters\n- Superconductive\n- Emotion Emulators","links":[]},{"key":"concept_automodding_overtuned","name":"Overtuned Auto-Mod Trait List","url":"https://stellarisdb.com/concepts/automodding-overtuned","category":null,"aliases":[],"text":"- Expressed Tradition\n- Commercial Genius\n- Augmented Intelligence\n- Dedicated Miner\n- Farm Appendages\n- Technical Talent\n- Crafted Smiles","links":[]},{"key":"concept_automodding_robotic","name":"Mechanical Auto-Mod Trait List","url":"https://stellarisdb.com/concepts/automodding-robotic","category":null,"aliases":[],"text":"- Propaganda Machines\n- Trading Algorithms\n- Logic Engines\n- Power Drills\n- Harvesters\n- Superconductive\n- Emotion Emulators","links":[]},{"key":"concept_automodding_trait","name":"Auto-Modding Trait","url":"https://stellarisdb.com/concepts/automodding-trait","category":null,"aliases":["concept_automodding_traits"],"text":"- Modifiers are automatically combined with those from a predetermined list of traits to match the job being worked.\n- Traits' effects scale with the percentage of the Pop Group that has the trait.\n- … Pops with Auto-Modding Traits checked every month, per Colony: 100\n- Pop Growth and Assembly Buildings increase the number of  Auto-Modded Pops updated per month","links":[]},{"key":"concept_cave_dweller","name":"Cave Dweller","url":"https://stellarisdb.com/concepts/cave-dweller","category":null,"aliases":[],"text":"- Species Minimum Habitability: 50%\n- Job Efficiency for …: +15%\n- Empire Size from Pops: +10%\n- Biological Pop Growth Speed: -10%\n\nThis species thrives under the surface of any planet they can inhabit.","links":[]},{"key":"concept_clone_soldier_infertile","name":"Clone Soldier","url":"https://stellarisdb.com/concepts/clone-soldier-infertile","category":null,"aliases":[],"text":"- Governing Ethics Attraction: +50% \n- Leader Lifespan: -40 \n- Army Damage: +50%\n- Cannot be genetically modified \n- Cannot reproduce naturally \n- Leaders from this species have additional traits\n\nEngineered for compliance and war: short-lived, unable to reproduce naturally, and very efficient.","links":[]},{"key":"concept_gaia_preference","name":"Gaia World Preference","url":"https://stellarisdb.com/concepts/gaia-preference","category":null,"aliases":[],"text":"- Gaia World Habitability: +100%\n\nClimate preference is determined by eons of evolution, design, or skillful genetic manipulation.","links":[]},{"key":"concept_habitat_preference","name":"Habitat Preference","url":"https://stellarisdb.com/concepts/habitat-preference","category":null,"aliases":[],"text":"- Habitat Habitability: +80%\n\nClimate preference is determined by eons of evolution, design, or skillful genetic manipulation.","links":[]},{"key":"concept_latent_psionic","name":"Latent Psionic","url":"https://stellarisdb.com/concepts/latent-psionic","category":null,"aliases":[],"text":"Job Efficiency for Research Producing Jobs: +10%\n- Job Efficiency for …: +5%\n\nThis species has latent psionic abilities, which are dormant in most of its members. Although quite rare, these powers will manifest in some leaders.","links":[]},{"key":"concept_leader_trait_legendary_leader","name":"Luminary","url":"https://stellarisdb.com/concepts/leader-trait-legendary-leader","category":null,"aliases":[],"text":"This Leader:\n - Leader Lifespan: +60\n - Initial Leader Level: +3\n - Allows selection of unique Luminary Starting Traits\n\n Empire Effects As Councilor\n - Stability: +1.5\n - Unity from Jobs: +3%\n\nThe Luminary grows in power over time.\n\nThe Unification Wars were a brutal affair. In the end, the Luminary brought peace and purpose to us all. The Luminary is the living symbol of what our species can achieve, and an inspiration to all.","links":[]},{"key":"concept_lithoid_traits","name":"Lithoid Traits","url":"https://stellarisdb.com/concepts/lithoid-traits","category":null,"aliases":[],"text":"Lithoid Traits include Gaseous Byproducts, Scintillating Skin, Volatile Excretions, and Crystallization.","links":[]},{"key":"concept_necrophage_trait","name":"Necrophage","url":"https://stellarisdb.com/concepts/necrophage-trait","category":null,"aliases":[],"text":"- Leader Lifespan: +80 \n- Pop Growth Speed: -75% \n- Monthly Organic Pop Growth Multiplier: -50% \n- Pop Food Upkeep: -50% \n- Pop Mineral Upkeep: -50% \n- Pop Energy Upkeep: -50% \n- Elite Job Efficiency: +5% \n- Specialist Job Efficiency: +5% \n- Worker Job Efficiency: -10%\n- These Pop Output modifiers do not apply to Hive-minded Pops. \n\nThis species of near-immortals procreates by consuming pops of other species.","links":[]},{"key":"concept_perfected_genes","name":"Perfected Genes","url":"https://stellarisdb.com/concepts/perfected-genes","category":null,"aliases":[],"text":"- Leader Lifespan: +25\n- Leader Experience Gain: -20%\n\nMillennia of genetic experimentation and war have led to the creation of a highly resilient species.","links":[]},{"key":"concept_ring_preference","name":"Ring World Preference","url":"https://stellarisdb.com/concepts/ring-preference","category":null,"aliases":[],"text":"- Ring World Habitability: +100%\n\nClimate preference is determined by eons of evolution, design, or skillful genetic manipulation.","links":[]},{"key":"concept_robot_cave_dweller","name":"Molebots","url":"https://stellarisdb.com/concepts/robot-cave-dweller","category":null,"aliases":[],"text":"- Species Minimum Habitability: 50%\n- Job Efficiency for …: +15%\n- Empire Size from Pops: +10%\n- Pop Assembly Speed: -10%\n\nThese machines are masterfully crafted for cave exploration and mineral extraction, showcasing exceptional maneuverability which enables them to effortlessly traverse through underground spaces.","links":[]},{"key":"concept_robot_survivor","name":"Radiation Shields","url":"https://stellarisdb.com/concepts/robot-survivor","category":null,"aliases":[],"text":"- Tomb World Habitability: +70%\n- Leader Lifespan: +10 Years\n\nThese machines, the solitary survivors of an annihilating nuclear disaster, exhibit unparalleled resilience in the harshest environments.","links":[]},{"key":"concept_robots","name":"Robot Workers","url":"https://stellarisdb.com/concepts/robots","category":null,"aliases":[],"text":"Robots are relatively simple machines, capable of accepting verbal commands but possessing no true intelligence of their own.\n\nWith the Artificial Workforce technology, Mechanical Pops are only capable of Worker Jobs.","links":[]},{"key":"concept_survivor","name":"Survivor","url":"https://stellarisdb.com/concepts/survivor","category":null,"aliases":[],"text":"- Tomb World Habitability: +70%\n- Leader Lifespan: +10 Years\n- Pop Housing Usage: -10%\nPop Amenities Usage: -15%\n\nThis species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable of circumstances should not be underestimated.","links":[]},{"key":"concept_syncretic_proles","name":"Serviles","url":"https://stellarisdb.com/concepts/syncretic-proles","category":null,"aliases":[],"text":"- Happiness: +10%\n- Job Efficiency for Workers & Menial Drones: +10%\n- Cannot generate Leaders\n- Cannot be employed in Elite or Specialist Jobs\n\nThis species evolved alongside a second, more advanced civilization. Never particularly intelligent to begin with, selective breeding for physical prowess and docility has reduced them to servile proles.","links":[]},{"key":"concept_void_dweller","name":"Void Dweller","url":"https://stellarisdb.com/concepts/void-dweller","category":null,"aliases":[],"text":"- Pop Happiness on Non-Artificial Worlds: -30%\n- Job Efficiency on Habitats: +15%\n- Job Efficiency on Non-Artificial Worlds: -15%\n\nThis species thrives in orbital habitats, with an inherent ability to efficiently navigate their maze-like corridors and complicated architecture. They are at ease in zero gravity but do not respond well to a planetary environment.","links":[]},{"key":"concept_void_dweller_2","name":"Zero-G Optimized","url":"https://stellarisdb.com/concepts/void-dweller-2","category":null,"aliases":[],"text":"Robot Upkeep on Non-Artificial Worlds: +15%\n- Job Efficiency on Habitats: +15%\n- Job Efficiency on Non-Artificial Worlds: -15%\n\nThese machines thrive in orbital habitats, programmed with algorithms to efficiently navigate their maze-like corridors and complicated architecture. However, their optimized construction is poorly suited to a planetary environment.","links":[]},{"key":"concept_wilderness_trait","name":"Wilderness","url":"https://stellarisdb.com/concepts/wilderness-trait","category":null,"aliases":[],"text":"- Pop Growth Speed: -100%\n- Cannot migrate or be resettled \n- Cannot reproduce naturally\n\nThis species exists as part of a mutualistic entity, made indistiguishable from its environment in its thoughts and productive output.","links":[]},{"key":"concept_phenotype_traits","name":"Phenotype Traits","url":"https://stellarisdb.com/concepts/phenotype-traits","category":null,"aliases":[],"text":"Phenotype Traits are Species Traits that are restricted to certain Species Phenotypes. They belong to the following categories:\n- Humanoid Species Traits \n- Mammalian Species Traits \n- Reptilian Species Traits \n- Arthropoid Species Traits \n- Avian Species Traits \n- Molluscoid Species Traits\n- Plantoid Species Traits \n- Fungoid Species Traits \n- Lithoid Species Traits \n- Necroid Species Traits \n- Aquatic Species Traits \n- Toxoid Species Traits \n- Thermophile Species Traits","links":["https://stellarisdb.com/concepts/humanoid-phenotype-traits","https://stellarisdb.com/concepts/mammalian-phenotype-traits","https://stellarisdb.com/concepts/reptilian-phenotype-traits","https://stellarisdb.com/concepts/arthropoid-phenotype-traits","https://stellarisdb.com/concepts/avian-phenotype-traits","https://stellarisdb.com/concepts/molluscoid-phenotype-traits","https://stellarisdb.com/concepts/plantoid-phenotype-traits","https://stellarisdb.com/concepts/fungoid-phenotype-traits","https://stellarisdb.com/concepts/lithoid-phenotype-traits","https://stellarisdb.com/concepts/necroid-phenotype-traits","https://stellarisdb.com/concepts/aquatic-phenotype-traits","https://stellarisdb.com/concepts/toxoid-phenotype-traits","https://stellarisdb.com/concepts/infernal-phenotype-traits"]},{"key":"concept_humanoid_phenotype_traits","name":"Humanoid Species Traits","url":"https://stellarisdb.com/concepts/humanoid-phenotype-traits","category":null,"aliases":[],"text":"- Familial\n- Genetic Memory\n- Nascent Stage","links":[]},{"key":"concept_mammalian_phenotype_traits","name":"Mammalian Species Traits","url":"https://stellarisdb.com/concepts/mammalian-phenotype-traits","category":null,"aliases":[],"text":"- Familial\n- Genetic Memory\n- Seasonal Dormancy\n- Nascent Stage","links":[]},{"key":"concept_reptilian_phenotype_traits","name":"Reptilian Species Traits","url":"https://stellarisdb.com/concepts/reptilian-phenotype-traits","category":null,"aliases":[],"text":"- Camouflage\n- Chromalogs\n- Egg Laying\n- Seasonal Dormancy\n- Nascent Stage","links":[]},{"key":"concept_arthropoid_phenotype_traits","name":"Arthropoid Species Traits","url":"https://stellarisdb.com/concepts/arthropoid-phenotype-traits","category":null,"aliases":[],"text":"- Camouflage\n- Chromalogs\n- Flight\n- Spatial Mastery\n- Nascent Stage","links":[]},{"key":"concept_avian_phenotype_traits","name":"Avian Species Traits","url":"https://stellarisdb.com/concepts/avian-phenotype-traits","category":null,"aliases":[],"text":"- Egg Laying\n- Familial\n- Flight\n- Spatial Mastery\n- Hollow Bones","links":[]},{"key":"concept_molluscoid_phenotype_traits","name":"Molluscoid Species Traits","url":"https://stellarisdb.com/concepts/molluscoid-phenotype-traits","category":null,"aliases":[],"text":"- Shelled\n- Spare Organs\n- Permeable Skin","links":[]},{"key":"concept_plantoid_phenotype_traits","name":"Plantoid Species Traits","url":"https://stellarisdb.com/concepts/plantoid-phenotype-traits","category":null,"aliases":[],"text":"- Budding\n- Invasive Species\n- Phototrophic\n- Radiotrophic\n- Rooted","links":[]},{"key":"concept_fungoid_phenotype_traits","name":"Fungoid Species Traits","url":"https://stellarisdb.com/concepts/fungoid-phenotype-traits","category":null,"aliases":[],"text":"- Budding\n- Invasive Species\n- Phototrophic\n- Radiotrophic\n- Rooted","links":[]},{"key":"concept_lithoid_phenotype_traits","name":"Lithoid Species Traits","url":"https://stellarisdb.com/concepts/lithoid-phenotype-traits","category":null,"aliases":[],"text":"- Crystallization\n- Gaseous Byproducts\n- Radiotrophic\n- Scintillating Skin\n- Volatile Excretions\n- Brittle","links":[]},{"key":"concept_necroid_phenotype_traits","name":"Necroid Species Traits","url":"https://stellarisdb.com/concepts/necroid-phenotype-traits","category":null,"aliases":[],"text":"- Acidic Vascularity\n- Genetic Memory\n- Shelled\n- Spare Organs\n- Brittle","links":[]},{"key":"concept_aquatic_phenotype_traits","name":"Aquatic Species Traits","url":"https://stellarisdb.com/concepts/aquatic-phenotype-traits","category":null,"aliases":[],"text":"- Camouflage\n- Chromalogs\n- Egg Laying\n- Permeable Skin","links":[]},{"key":"concept_toxoid_phenotype_traits","name":"Toxoid Species Traits","url":"https://stellarisdb.com/concepts/toxoid-phenotype-traits","category":null,"aliases":[],"text":"- Acidic Vascularity\n- Spare Organs\n- Hollow Bones","links":[]},{"key":"concept_infernal_phenotype_traits","name":"Thermophile Species Traits","url":"https://stellarisdb.com/concepts/infernal-phenotype-traits","category":null,"aliases":[],"text":"- Shell Slag\n- Pyroclastic Channeling\n- Crucible Community\n- Radiotrophic","links":[]},{"key":"concept_humanoid_genes","name":"Humanoid Genes","url":"https://stellarisdb.com/concepts/humanoid-genes","category":null,"aliases":[],"text":"Humanoid Species Traits:\n Familial\n Genetic Memory","links":[]},{"key":"concept_mammalian_genes","name":"Mammalian Genes","url":"https://stellarisdb.com/concepts/mammalian-genes","category":null,"aliases":[],"text":"Mammalian Species Traits:\n Seasonal Dormancy\n Familial\n Genetic Memory","links":[]},{"key":"concept_reptilian_genes","name":"Reptilian Genes","url":"https://stellarisdb.com/concepts/reptilian-genes","category":null,"aliases":[],"text":"Reptilian Species Traits:\n Egg Laying\n Seasonal Dormancy\n Camouflage\n Chromalogs","links":[]},{"key":"concept_arthropoid_genes","name":"Arthropoid Genes","url":"https://stellarisdb.com/concepts/arthropoid-genes","category":null,"aliases":[],"text":"Arthropoid Species Traits:\n Camouflage\n Chromalogs\n Flight\n Spatial Mastery","links":[]},{"key":"concept_avian_genes","name":"Avian Genes","url":"https://stellarisdb.com/concepts/avian-genes","category":null,"aliases":[],"text":"Avian Species Traits:\n Egg Laying\n Familial\n Flight\n Spatial Mastery","links":[]},{"key":"concept_molluscoid_genes","name":"Molluscoid Genes","url":"https://stellarisdb.com/concepts/molluscoid-genes","category":null,"aliases":[],"text":"Molluscoid Species Traits:\n Shelled\n Spare Organs","links":[]},{"key":"concept_fungoid_genes","name":"Fungoid Genes","url":"https://stellarisdb.com/concepts/fungoid-genes","category":null,"aliases":[],"text":"Fungoid Species Traits:\n Budding\n Invasive Species\n Phototrophic\n Radiotrophic","links":[]},{"key":"concept_plantoid_genes","name":"Plantoid Genes","url":"https://stellarisdb.com/concepts/plantoid-genes","category":null,"aliases":[],"text":"Plantoid Species Traits:\n Budding\n Invasive Species\n Phototrophic\n Radiotrophic","links":[]},{"key":"concept_lithoid_genes","name":"Lithoid Genes","url":"https://stellarisdb.com/concepts/lithoid-genes","category":null,"aliases":[],"text":"Lithoid Species Traits:\n Crystallization\n Radiotrophic\n Scintillating Skin\n Gaseous Byproducts\n Volatile Excretions","links":[]},{"key":"concept_necroid_genes","name":"Necroid Genes","url":"https://stellarisdb.com/concepts/necroid-genes","category":null,"aliases":[],"text":"Necroid Species Traits:\n Acidic Vascularity\n Shelled\n Genetic Memory\n Spare Organs","links":[]},{"key":"concept_aquatic_genes","name":"Aquatic Genes","url":"https://stellarisdb.com/concepts/aquatic-genes","category":null,"aliases":[],"text":"Aquatic Species Traits:\n Egg Laying\n Camouflage\n Chromalogs","links":[]},{"key":"concept_toxoid_genes","name":"Toxoid Genes","url":"https://stellarisdb.com/concepts/toxoid-genes","category":null,"aliases":[],"text":"Toxoid Species Traits:\n Acidic Vascularity\n Spare Organs","links":[]},{"key":"concept_infernal_genes","name":"Thermophile Genes","url":"https://stellarisdb.com/concepts/infernal-genes","category":null,"aliases":[],"text":"Thermophile Species Traits:\n Unbreakable Resolve\n Shell Slag\n Pyroclastic Channeling\n Crucible Community","links":[]},{"key":"concept_automodding_adaptive","name":"Adaptive Mutations Auto-Mod Trait List","url":"https://stellarisdb.com/concepts/automodding-adaptive","category":null,"aliases":[],"text":"- Adaptive Claws\n- Adaptive Insulators\n- Adaptive Plows\n- Adaptive Cortex\n- Adaptive Sense Organs\n- Adaptive Calluses\n- Adaptive Pheromones\n- Adaptive Harmonics","links":[]},{"key":"concept_automodding_habitability","name":"Auto-Modding Habitability Preference Trait","url":"https://stellarisdb.com/concepts/automodding-habitability","category":null,"aliases":[],"text":"- Modifiers are automatically combined with those from a predetermined list of traits to match the current planet.\n-  Pops with Auto-Modding Traits checked every month, per Colony: 100\n- Pop Growth and Assembly Buildings increase the number of Auto-Modded  Pops updated per month.","links":[]},{"key":"concept_automodding_hab_preference","name":"Mutagenic Habitability Trait List","url":"https://stellarisdb.com/concepts/automodding-hab-preference","category":null,"aliases":[],"text":"Regular:\n- Dry Climate Mutations\n- Wet Climate Mutations\n- Cold Climate Mutations\n\nSpecial:\n- Tomb World Mutations\n- Gaia World Mutations\n- Hive World Mutations\n- Volcanic World Mutations\n\nArtificial:\n- Ecumenopolis Mutations\n- Relic World Mutations\n- Orbital Habitat Mutations\n- Ring World Mutations\n- Synaptic Lathe Mutations\n- Arkship Mutations","links":[]},{"key":"concept_leviathan_traits","name":"Leviathan Traits","url":"https://stellarisdb.com/concepts/leviathan-traits","category":null,"aliases":[],"text":"Leviathan Traits are Species Traits that are acquired by defeating Leviathans encountered throughout the galaxy and harvesting their genetic material. They include:\n- Drake-Scaled \n- Voidling \n- Polymelic","links":[]},{"key":"concept_genetic_electorate_effect","name":"Genetic Electorate Effect","url":"https://stellarisdb.com/concepts/genetic-electorate-effect","category":null,"aliases":[],"text":"Effect from Dominant Faction (Imperialist):\n Alloys from Jobs: +10%\nEffect from Dominant Faction (Isolationist):\n Unity from Jobs: +10%\nEffect from Dominant Faction (Progressive):\n Happiness: +10%\nEffect from Dominant Faction (Prosperity):\n  Trade from Jobs: +20%\nEffect from Dominant Faction (Supremacist):\n … Pop Resource Output: +5%\n Elite Pop Resource Output: +5%\nEffect from Dominant Faction (Technologist):\n Research from Jobs: +10%\nEffect from Dominant Faction (Totalitarian):\n Job Efficiency for Workers: +15%\nEffect from Dominant Faction (Traditionalist):\n  Pop Housing Usage: -0.5\nEffect from Dominant Faction (Xenoist):\n Habitability +15%\nEffect from Dominant Faction (Manifesti):\n  Pop Amenities Usage: -1","links":[]},{"key":"concept_apex_predator_effects","name":"Apex Predator Insights","url":"https://stellarisdb.com/concepts/apex-predator-effects","category":null,"aliases":[],"text":"Humanoids: Monthly  Trade +5%\nMammalians: Pop Growth Speed +5%\nReptilians: Shield Hardening +5%\nAvians: Evasion Chance 5%\nArthropoids: Armor Hardening +5%\nMolluscoids: Sensor Range +1\nFungoids: Monthly Food +5%\nPlantoid: Monthly Energy Credits +5%\nLithoids: Monthly Minerals +5%\nNecroids: … -10\nAquatics: Ship Hull Points +100\nToxoids: Monthly Exotic Gases +10%\nThermophiles: Monthly Alloys +5%\nMachines: Monthly Alloys +5%","links":[]},{"key":"concept_apex_predator_victories","name":"Apex Predator Victories","url":"https://stellarisdb.com/concepts/apex-predator-victories","category":null,"aliases":[],"text":"The Apex Predator grows when:\n Winning Wars\n Subjugating Others\n Causing resolutions to fail in the Galactic Community","links":[]},{"key":"concept_biomorphosis","name":"Biomorphosis","url":"https://stellarisdb.com/concepts/biomorphosis","category":null,"aliases":[],"text":"Unlock the Biomorphosis Ascension Perk to begin the Biomorphosis Situation.","links":[]},{"key":"concept_flexible_tradition_1","name":"Flexible Tradition I","url":"https://stellarisdb.com/concepts/flexible-tradition-1","category":null,"aliases":[],"text":"This Flexible Tradition is determined by the Approach selected during Stage I of the Biomorphosis Situation: \n- Purity: Heightened Attributes \n- Cloning: Genomic Growth \n- Mutation: Environmental Integration","links":["https://stellarisdb.com/concepts/flexible-traditions"]},{"key":"concept_flexible_tradition_2","name":"Flexible Tradition II","url":"https://stellarisdb.com/concepts/flexible-tradition-2","category":null,"aliases":[],"text":"This Flexible Tradition is determined by the Approach selected during Stage II of the Biomorphosis Situation: \n- Purity: Optimized Neurology \n- Cloning: Biochemical Composure \n- Mutation: Somatic Subversiveness","links":["https://stellarisdb.com/concepts/flexible-traditions"]},{"key":"concept_flexible_tradition_3","name":"Flexible Tradition III","url":"https://stellarisdb.com/concepts/flexible-tradition-3","category":null,"aliases":[],"text":"This Flexible Tradition is determined by the Approach selected during Stage III of the Biomorphosis Situation: \n- Purity: Imperfection Remediation \n- Cloning: Artificial Population \n- Mutation: Nucleotide Isolation","links":["https://stellarisdb.com/concepts/flexible-traditions"]},{"key":"concept_genetic_purity","name":"Species Genetic Perfection","url":"https://stellarisdb.com/concepts/genetic-purity","category":null,"aliases":[],"text":"Authorities that have embraced Purity have scaling effects and modifiers that apply to their  Organic Pops and  Leaders.\n - Increased by Trait Points spent on Positive Species Traits.\n - Reduced by Trait Points gained from Negative Species Traits.","links":[]},{"key":"concept_purity_authorities","name":"Purity Authorities","url":"https://stellarisdb.com/concepts/purity-authorities","category":null,"aliases":[],"text":"Purity Authorities are available to empires that have fully embraced the Purity Ascension Path.\n\n- Democratic \n- Oligarchic \n- Dictatorial \n- Imperial \n- Corporate \n- Hive Mind","links":[]},{"key":"concept_cloning_authorities","name":"Cloning Authorities","url":"https://stellarisdb.com/concepts/cloning-authorities","category":null,"aliases":[],"text":"Cloning Authorities are available to empires that have fully embraced the cloning Ascension Path.\n\n- Democratic \n- Oligarchic \n- Dictatorial \n- Imperial \n- Corporate \n- Hive Mind","links":[]},{"key":"concept_backup_clones","name":"Backup Clones","url":"https://stellarisdb.com/concepts/backup-clones","category":null,"aliases":[],"text":"- New Leaders may start with the Backup Clone trait \n- Leaders may gain the Backup Clone trait when levelling up \n- Leaders with the Backup Clone trait can avoid death \n- Leaders with the Luminary trait cannot be cloned","links":[]},{"key":"concept_clone_leader_degradation","name":"Clone Leader Degradation","url":"https://stellarisdb.com/concepts/clone-leader-degradation","category":null,"aliases":[],"text":"The risk of cellular and cognitive decline increases with each successive clone. \n\nDegradation gives penalties to: \n- Leader Lifespan \n- Leader Experience Gain \n- Effective Leader Skill Level","links":[]},{"key":"concept_mutation_authorities","name":"Mutation Authorities","url":"https://stellarisdb.com/concepts/mutation-authorities","category":null,"aliases":[],"text":"Mutation Authorities are available to empires that have fully embraced the Mutation Ascension Path.\n\n- Democratic \n- Oligarchic \n- Dictatorial \n- Imperial \n- Corporate \n- Hive Mind","links":[]},{"key":"concept_mutation_authorities_evopred","name":"Mutation Authorities","url":"https://stellarisdb.com/concepts/mutation-authorities-evopred","category":null,"aliases":[],"text":"Mutation Authorities are available to empires that have fully embraced the Mutation Ascension Path.\n\n- Democratic \n- Oligarchic \n- Dictatorial \n- Imperial \n- Corporate \n- Hive Mind","links":[]},{"key":"concept_deep_space_citadel","name":"Deep Space Citadel","url":"https://stellarisdb.com/concepts/deep-space-citadel","category":null,"aliases":[],"text":"A Deep Space Citadel is an armored Starbase designed for maximum defense within a stellar gravity well.","links":[]},{"key":"concept_deep_space_citadel_tech","name":"Deep Space Citadel","url":"https://stellarisdb.com/concepts/deep-space-citadel-tech","category":null,"aliases":[],"text":"Unlocks Megastructure: Deep Space Citadel\nDeep Space Citadel System Capacity +2 \n\nA Deep Space Citadel is an armored Starbase designed for maximum defense within a stellar gravity well.","links":[]},{"key":"concept_deep_space_bastion","name":"Deep Space Citadel I","url":"https://stellarisdb.com/concepts/deep-space-bastion","category":null,"aliases":[],"text":"The first of three stages of a Deep Space Citadel.","links":["https://stellarisdb.com/concepts/deep-space-citadel"]},{"key":"concept_bioship_remains","name":"Biological Ship Remains","url":"https://stellarisdb.com/concepts/bioship-remains","category":null,"aliases":[],"text":"- Max Districts: -1\n- Habitability: -10%\n- Happiness: -5%\n- Time to Clear:  360 Days\n- Cost to Clear: \n - 400  Energy Credits\n\nThe decaying remains of the last biological fleet to test our defenses. The stench of rot carries for kilometers.","links":[]},{"key":"concept_invasion_site","name":"Invasion Site","url":"https://stellarisdb.com/concepts/invasion-site","category":null,"aliases":[],"text":"- Max Districts: -1 \n- Time to Clear:  180 Days\n- Cost to Clear: \n - 300  Energy Credits \n - 200  Minerals\n\nThe scarred and blasted remnants of our dwellings and infrastructure, destroyed by a nameless enemy.","links":[]},{"key":"concept_growth_factor","name":"Growth Factor","url":"https://stellarisdb.com/concepts/growth-factor","category":null,"aliases":[],"text":"Growth Factor is a measure of the quantity of nutrients absorbed by your Behemoth, and affects how fast the situation will progress.\n\nEvery month, it decreases by 0.75%\n\nIncrease your Growth Factor by:\n- Killing other Behemoths, Leviathans or Biological Ships\n- Eating Habitable Planets.\n- Eating  Pops.\n\nThe Minimum Value is equal to 0.5% per 100  Transferred Pops.","links":[]},{"key":"concept_confusion","name":"Confusion","url":"https://stellarisdb.com/concepts/confusion","category":null,"aliases":[],"text":"Confused ships lose the ability to differentiate between allies and enemies, causing them to attack indiscriminately.","links":[]},{"key":"concept_terrify","name":"Terrify","url":"https://stellarisdb.com/concepts/terrify","category":null,"aliases":[],"text":"Terrified ships will stop attacking and flee their attacker.","links":[]},{"key":"concept_operation_bodysnatcher_prepare_invasion","name":"Prepare Invasion","url":"https://stellarisdb.com/concepts/operation-bodysnatcher-prepare-invasion","category":null,"aliases":[],"text":"An operation where assimilated Pops of the target species infiltrate the empire, preparing for mass sabotage once war breaks out.","links":[]},{"key":"concept_operation_smuggle_pops","name":"Smuggle Population","url":"https://stellarisdb.com/concepts/operation-smuggle-pops","category":null,"aliases":[],"text":"An operation to abduct Pops from the target.","links":[]},{"key":"concept_scorched_plains","name":"Scorched Plains","url":"https://stellarisdb.com/concepts/scorched-plains","category":null,"aliases":[],"text":"- Max Districts: -2\n- Time to Clear:  180 Days\n- Cost to Clear:\n - 900  Energy Credits\n\nThis region once teemed with life, until it was devastated by the blast of a stellar superflare.","links":[]},{"key":"concept_abandoned_cities","name":"Abandoned Cities","url":"https://stellarisdb.com/concepts/abandoned-cities","category":null,"aliases":[],"text":"- Max Districts: -1 \n- Time to Clear:  360 Days\n- Cost to Clear: \n - 750  Energy Credits \n - 250  Minerals\n\n…","links":[]},{"key":"concept_abandoned_gene_clinic","name":"Abandoned Gene Clinic","url":"https://stellarisdb.com/concepts/abandoned-gene-clinic","category":null,"aliases":[],"text":"- Cannot be Demolished, Replaced, or Repaired\n\nAfter we lost the ability to procreate naturally, the medical community placed its hope in this state-of-the-art gene clinic. Like so much of our infrastructure, it now stands empty, a constant reminder of our plight and the dire need for new solutions.","links":[]},{"key":"concept_administrative_ai","name":"Administrative AI","url":"https://stellarisdb.com/concepts/administrative-ai","category":null,"aliases":[],"text":"Research Speed: +5%\n……… Researchers Upkeep: +5%\n\nOrganizational circuitry rerouting academic fervor.","links":[]},{"key":"concept_arc_furnace","name":"Arc Furnace: Equatorial Band","url":"https://stellarisdb.com/concepts/arc-furnace","category":null,"aliases":[],"text":"Effects:\nEffects:\n Uncovers a Size 1  deposit on every Planet, Moon and Asteroid in the System\n Resources Produced from Mining Stations: +$@arc_furnace_1_mod_value|%0$\n\nUtilizing the raw power of a molten planet, the Arc Furnace unlocks otherwise inaccessible minerals and improves system-wide mining operations.","links":[]},{"key":"concept_basic_cyborg_trait","name":"Basic Cybernetic Traits","url":"https://stellarisdb.com/concepts/basic-cyborg-trait","category":null,"aliases":[],"text":"Basic Cybernetic Traits are:\n- Power Drills \n- Harvesters \n- Superconductive","links":[]},{"key":"concept_building_amphitheater_of_the_mind","name":"Amphitheater of the Mind","url":"https://stellarisdb.com/concepts/building-amphitheater-of-the-mind","category":null,"aliases":[],"text":"- Physicist Jobs: +60\n- Biologist Jobs: +60\n- Engineer Jobs: +60\n- Haruspex Jobs: +100\n\nThis localized processing shrine allows the semi-connected Choir of the Mind to debate, share, and explore the secrets of the material plane at the speed of light.","links":["https://stellarisdb.com/concepts/haruspex"]},{"key":"concept_building_battlement_of_steel","name":"Battlements of Steel","url":"https://stellarisdb.com/concepts/building-battlement-of-steel","category":null,"aliases":[],"text":"- Haruspex Jobs: +100\n- [soldier.GetName] Jobs: +200\n- Orbital Bombardment Damage: -10%\n\nThis fortress church houses both the armory and training grounds for the battle-ready Templars of Steel. They stand ever vigilant to protect our divine flesh.","links":["https://stellarisdb.com/concepts/haruspex","https://stellarisdb.com/concepts/soldier"]},{"key":"concept_building_forge_of_the_fellowship","name":"Forge of the Fellowship","url":"https://stellarisdb.com/concepts/building-forge-of-the-fellowship","category":null,"aliases":[],"text":"- Haruspex Jobs: +100\n- [foundry.GetName] Jobs: +100\n- [artisan.GetName] Jobs: +100\n\nHere, the first forge of the Fellowship of the Hammer produces the highest quality construction materials. Hammers sing as the faithful pursue their divine work.","links":["https://stellarisdb.com/concepts/haruspex","https://stellarisdb.com/concepts/foundry","https://stellarisdb.com/concepts/artisan"]},{"key":"concept_building_sanctuary_of_toil","name":"Sanctuary of Toil","url":"https://stellarisdb.com/concepts/building-sanctuary-of-toil","category":null,"aliases":[],"text":"-  Produced per 100 …: +$@sanctuary_of_toil_job_produces|3$\n-  Produced per 100 …: +$@sanctuary_of_toil_job_produces|3$\n-  Produced per 100 …: +$@sanctuary_of_toil_job_produces|3$\n- Haruspex Jobs: +100\n\nThis sanctuary coordinates, repairs, and rejuvenates the flesh and augmentations of the Commune of Toil.","links":["https://stellarisdb.com/concepts/haruspex"]},{"key":"concept_cybernetic_creed_infrastructure","name":"Creed Infrastructure","url":"https://stellarisdb.com/concepts/cybernetic-creed-infrastructure","category":null,"aliases":[],"text":"- Amphitheater of the Mind \n- Forge of the Fellowship \n- Battlements of Steel\n- Sanctuary of Toil","links":["https://stellarisdb.com/concepts/building-amphitheater-of-the-mind","https://stellarisdb.com/concepts/building-forge-of-the-fellowship","https://stellarisdb.com/concepts/building-battlement-of-steel","https://stellarisdb.com/concepts/building-sanctuary-of-toil"]},{"key":"concept_cybernetic_creed_jobs","name":"Cybernetic Creed Priesthood","url":"https://stellarisdb.com/concepts/cybernetic-creed-jobs","category":null,"aliases":[],"text":"- Priests are replaced by Haruspex\n- High Priests are replaced by Technophants","links":["https://stellarisdb.com/concepts/priest","https://stellarisdb.com/concepts/haruspex","https://stellarisdb.com/concepts/high-priest","https://stellarisdb.com/concepts/technophant"]},{"key":"concept_cybernetic_creed_traits","name":"Ritualistic Implants","url":"https://stellarisdb.com/concepts/cybernetic-creed-traits","category":null,"aliases":[],"text":"- Automatically granted to  Spiritualist Pops \n- Leaders from this species have additional traits \n- Cannot be genetically modified\n- Job Efficiency for Workers: +5%\n- Job Efficiency for …: +5%\n- Job Efficiency for …: +5%\n- Job Efficiency for …: +5%\n- Army Damage: +5% \n- Trait changes with dominant Cybernetic Creed\n\nThe faithful proudly adorn these implants. Their dedication to the divine is an inspiration to all.","links":[]},{"key":"concept_cybernetic_creeds","name":"Cybernetic Creeds","url":"https://stellarisdb.com/concepts/cybernetic-creeds","category":null,"aliases":["concept_cybernetic_creed"],"text":"Four factions are vying for dominance of the faith:\n - The Fellowship of the Hammer\n - The Templars of Steel\n - The Choir of the Mind\n - The Commune of Toil","links":[]},{"key":"concept_identity_repository","name":"Identity Repository","url":"https://stellarisdb.com/concepts/identity-repository","category":null,"aliases":[],"text":"- Produces:\n 6.00 6.00 6.00 6.00 \n- Upkeep: 6.00 \n- : +6\n\nThis repository houses 300 Identities. \n\nEach Identity boosts the Repository's output and upkeep, divided among all Identity Repository on our colonies.\n\n\nBefore the body expires, the mind is digitized. Safe within, we continue to work for the good of society.","links":[]},{"key":"concept_identity_rescue","name":"Rapid Identity Preservation","url":"https://stellarisdb.com/concepts/identity-rescue","category":null,"aliases":[],"text":"Rewards technologies that unlock Synthetic Ascension \n\nWe cannot bear offspring, but we can preserve our minds. This process is slow but necessary.\n\nIn time, it may be possible for us to return to the physical world, but doing so will require the development of synthetic replacements.","links":[]},{"key":"concept_integrated_cybernetics","name":"Integrated Cybernetics","url":"https://stellarisdb.com/concepts/integrated-cybernetics","category":null,"aliases":[],"text":"- Habitability: +5%\n\nImproving upon basic exoskeletal suits, these integrated cybernetic implants make the user more resistant to harmful environmental effects.","links":[]},{"key":"concept_mega_engineering","name":"Mega-Engineering","url":"https://stellarisdb.com/concepts/mega-engineering","category":null,"aliases":[],"text":"- Resource Storage Capacity: +20000 \n- Unlocks Feature: Megastructure Restoration \n\nTo complete construction projects of truly staggering scales we must first achieve a fundamental understanding of both the engineering and resource storage requirements for such megastructures.","links":[]},{"key":"concept_orbital_arc_furnace","name":"Arc Furnace","url":"https://stellarisdb.com/concepts/orbital-arc-furnace","category":null,"aliases":[],"text":"Unlocks Megastructure: Arc Furnace \n\nUtilizing the raw power of a molten planet, the Arc Furnace unlocks otherwise inaccessible minerals and improves system-wide mining operations.","links":[]},{"key":"concept_pathogenic_genes","name":"Pathogenic Genes","url":"https://stellarisdb.com/concepts/pathogenic-genes","category":null,"aliases":[],"text":"- Cannot colonize planets or be resettled \n- Cannot reproduce naturally\n\nA novel genetic disease prevents this species from producing offspring. It has resisted all known gene therapy methods.","links":[]},{"key":"concept_sapient_ai","name":"Positronic AI","url":"https://stellarisdb.com/concepts/sapient-ai","category":null,"aliases":[],"text":"Research Speed: +5%\n……… Researchers Upkeep: +5%\n\nEvolving artificial intellects are opening the door to the possibility for true synthetic sapience.","links":[]},{"key":"concept_self_aware_logic","name":"Self-Evolving Logic","url":"https://stellarisdb.com/concepts/self-aware-logic","category":null,"aliases":[],"text":"Research Alternatives: +1\n\nIntrospective prioritization.","links":[]},{"key":"concept_synth_ai","name":"AI Technologies","url":"https://stellarisdb.com/concepts/synth-ai","category":null,"aliases":[],"text":"- Powered Exoskeletons \n- Administrative AI \n- Self-Evolving Logic \n- Positronic AI","links":["https://stellarisdb.com/concepts/powered-exoskeletons","https://stellarisdb.com/concepts/administrative-ai","https://stellarisdb.com/concepts/self-aware-logic","https://stellarisdb.com/concepts/sapient-ai"]},{"key":"concept_storm_rider","name":"Storm Rider","url":"https://stellarisdb.com/concepts/storm-rider","category":null,"aliases":[],"text":"These daredevil leaders live their lives one cosmic storm at a time! Audacious and bold, they enjoy a shorter lifespan and become less effective when put in Council Positions.","links":[]},{"key":"concept_weather_forecasting_mode","name":"Weather Forecasting Mode","url":"https://stellarisdb.com/concepts/weather-forecasting-mode","category":null,"aliases":[],"text":"This map mode visualizes any Cosmic Storms in the galaxy, with information on their effects.\n\n\n\nTo access the weather forecast map mode, click the map icon in the bottom right.\n\nWith advanced technology, it can be upgraded to give increasingly accurate predictions not only of the location and direction of a Cosmic Storm, but also what type of storm to expect.","links":[]},{"key":"concept_adventurous_spirit_trait","name":"Adventurous Spirit","url":"https://stellarisdb.com/concepts/adventurous-spirit-trait","category":null,"aliases":[],"text":"This Leader:\n Leader Upkeep: -25%\n Leader Experience Gain: +10%\nThis trait has no effect while Leader is on the Council.\n\nThis leader has a yearning for adventure and an overt distaste for boardroom politics.","links":[]},{"key":"concept_aesthetic_wonders_holomuseum","name":"Holo-Museum of Wonders","url":"https://stellarisdb.com/concepts/aesthetic-wonders-holomuseum","category":null,"aliases":[],"text":"Where the wonder of our galaxy can be appreciated without interruption.","links":[]},{"key":"concept_beastmasters_civic","name":"Beastmasters","url":"https://stellarisdb.com/concepts/beastmasters-civic","category":null,"aliases":[],"text":"Beastmasters Civics consist of \n- Beastmasters\n- Wild Swarm \n- Biodrones \n- Space Ranchers","links":[]},{"key":"concept_animal_handler","name":"Animal Handlers","url":"https://stellarisdb.com/concepts/animal-handler","category":null,"aliases":[],"text":"Animal Handlers turn  Consumer Goods into  Unity,  Amenities and  Society Research.\n\nThe effects of Animal Handlers vary depending on the Empire's ethics.\n\nThe best ecosystems are managed with minimal direct intervention for the benefit of all species.","links":[]},{"key":"concept_animal_handler_stance","name":"Animal Handler","url":"https://stellarisdb.com/concepts/animal-handler-stance","category":null,"aliases":[],"text":"- Wranglers become Animal Handlers\n- Wildlife Ranch becomes Wildlife Sanctuary\n- Gain access to a unique Edict, Creature Welfare\n - Get Void Conservationists modifier","links":["https://stellarisdb.com/concepts/wrangler","https://stellarisdb.com/concepts/animal-handler","https://stellarisdb.com/concepts/wildlife-ranch","https://stellarisdb.com/concepts/wildlife-sanctuary"]},{"key":"concept_beastfighter","name":"Beastfighters","url":"https://stellarisdb.com/concepts/beastfighter","category":null,"aliases":[],"text":"Beastfighters turn  Alloys and  Consumer Goods or  Minerals into  Unity,  Amenities and  Society Research.\n\nThe effects of Beastfighters vary depending on the Empire's ethics.\n\nThe greatest of the beastfighters attract hundreds of thousands in attendance. There is no greater source of entertainment for the masses.","links":[]},{"key":"concept_beastport","name":"Beastport","url":"https://stellarisdb.com/concepts/beastport","category":null,"aliases":[],"text":"- Can build Utility Ships along with cloning Space Fauna using  Genetic Material.","links":["https://stellarisdb.com/concepts/dna"]},{"key":"concept_dna","name":"Genetic Material","url":"https://stellarisdb.com/concepts/dna","category":null,"aliases":[],"text":"Genetic Material allows us to clone spaceborne organisms for use as military fleets. Higher grade genetic material unlocks the cloning of higher grade Space Fauna at Beastports.\n\nGenetic Material can be collected in the wild with  Gravity Snares and by breeding in the Vivarium.","links":["https://stellarisdb.com/concepts/beastport","https://stellarisdb.com/concepts/vivarium"]},{"key":"concept_drone_wrangler","name":"Wrangler Drones","url":"https://stellarisdb.com/concepts/drone-wrangler","category":null,"aliases":[],"text":"Wrangler Drones turn  Minerals into  Unity,  Amenities and  Society Research.\n\nThe effects of Wrangler Drones vary depending on the Empire's ethics.\n\nThe proper preservation, study, and management of local fauna is vital to the success of our worlds.","links":[]},{"key":"concept_ethic_based_jobs","name":"Wrangler Jobs","url":"https://stellarisdb.com/concepts/ethic-based-jobs","category":null,"aliases":[],"text":"These Jobs are given depending on the Empire's stance towards Space Fauna.\n - Wrangler\n - Rancher\n - Trophy Hunter\n - Animal Handler\n - Beastfighter","links":["https://stellarisdb.com/concepts/wrangler","https://stellarisdb.com/concepts/rancher","https://stellarisdb.com/concepts/trophy-hunter","https://stellarisdb.com/concepts/animal-handler","https://stellarisdb.com/concepts/beastfighter"]},{"key":"concept_galactic_history_holomuseum","name":"Holo-Museum of History","url":"https://stellarisdb.com/concepts/galactic-history-holomuseum","category":null,"aliases":[],"text":"An informative archive populated with items that represent key events in our galaxy's history.","links":[]},{"key":"concept_hunter_drone","name":"Hunter Drones","url":"https://stellarisdb.com/concepts/hunter-drone","category":null,"aliases":[],"text":"Hunter Drones turn  Minerals into  Unity,  Food,  Amenities and  Society Research.\n\nThe effects of Hunter Drones vary depending on the Empire's ethics.\n\nIf it bleeds, we can kill it.","links":[]},{"key":"concept_hunter_killers_stance","name":"Hunter Killers","url":"https://stellarisdb.com/concepts/hunter-killers-stance","category":null,"aliases":[],"text":"- Wrangler Drones become Hunter Drones\n- Wildlife Ranch becomes Hunting Grounds\n- Gain access to a unique Edict, Biological Overdrive\n - Get Hunter Killers modifier","links":["https://stellarisdb.com/concepts/drone-wrangler","https://stellarisdb.com/concepts/hunter-drone","https://stellarisdb.com/concepts/wildlife-ranch","https://stellarisdb.com/concepts/hunting-grounds"]},{"key":"concept_hunting_grounds","name":"Hunting Grounds","url":"https://stellarisdb.com/concepts/hunting-grounds","category":null,"aliases":[],"text":"Trophy Hunters: +200\n\nCan be upgraded.","links":["https://stellarisdb.com/concepts/trophy-hunter"]},{"key":"concept_megastructure_grand_archive","name":"Grand Archive","url":"https://stellarisdb.com/concepts/megastructure-grand-archive","category":null,"aliases":[],"text":"- Allows the display of acquired Specimens.\n- Vivarium Capacity: +$@grand_archive_vivarium_capacity$\n\nThe Grand Archive preserves and exhibits the most valuable artifacts we have collected throughout the galaxy. Reserved within is also a dedicated Vivarium for live Space Fauna containment and observation.","links":["https://stellarisdb.com/concepts/specimen"]},{"key":"concept_primal_calling_stance","name":"Stance","url":"https://stellarisdb.com/concepts/primal-calling-stance","category":null,"aliases":[],"text":"Based on ethics, choose Wrangler, Rancher, Animal Handler, Trophy Hunter, or equivalent Gestalt Stances Wild Consciousness, Symbiotic Partnership or Hunter Killers.","links":["https://stellarisdb.com/concepts/wrangler-stance","https://stellarisdb.com/concepts/rancher-stance","https://stellarisdb.com/concepts/animal-handler-stance","https://stellarisdb.com/concepts/trophy-hunter-stance","https://stellarisdb.com/concepts/wild-consciousness-stance","https://stellarisdb.com/concepts/symbiotic-partnership-stance","https://stellarisdb.com/concepts/hunter-killers-stance"]},{"key":"concept_rancher","name":"Ranchers","url":"https://stellarisdb.com/concepts/rancher","category":null,"aliases":[],"text":"Ranchers turn  Consumer Goods into  Unity,  Amenities and  Society Research.\n\nThe effects of Ranchers vary depending on the Empire's ethics.\n\nThe management of our established terrestrial fauna ranches requires hard work and intimate knowledge of their biological needs.","links":[]},{"key":"concept_rancher_stance","name":"Rancher","url":"https://stellarisdb.com/concepts/rancher-stance","category":null,"aliases":[],"text":"- Wranglers become Ranchers\n- Gain access to a unique Edict, Beasts of Burden\n - Get Galactic Livestock modifier","links":["https://stellarisdb.com/concepts/wrangler","https://stellarisdb.com/concepts/rancher"]},{"key":"concept_specimen","name":"Specimen","url":"https://stellarisdb.com/concepts/specimen","category":null,"aliases":["concept_specimens"],"text":"Specimens are artifacts found while exploring the galaxy.\n\nThey can be exhibited in a Grand Archive to provide empire-wide bonuses.","links":["https://stellarisdb.com/concepts/megastructure-grand-archive"]},{"key":"concept_symbiosis_integrator","name":"Symbiosis Integrators","url":"https://stellarisdb.com/concepts/symbiosis-integrator","category":null,"aliases":[],"text":"Symbiosis Integrators turn  Minerals into  Unity,  Amenities and  Society Research.\n\nThe effects of Symbiosis Integrators vary depending on the Empire's ethics.\n\nThe best ecosystems are managed with minimal direct intervention for the benefit of all species.","links":[]},{"key":"concept_symbiosis_nexus","name":"Symbiosis Nodule","url":"https://stellarisdb.com/concepts/symbiosis-nexus","category":null,"aliases":[],"text":"Symbiosis Integrators: +200\n\nCan be upgraded.","links":["https://stellarisdb.com/concepts/symbiosis-integrator"]},{"key":"concept_symbiotic_partnership_stance","name":"Symbiotic Partnership","url":"https://stellarisdb.com/concepts/symbiotic-partnership-stance","category":null,"aliases":[],"text":"- Wrangler Drones become Symbiosis Integrators\n- Wildlife Ranch becomes Symbiosis Nodule\n- Gain access to a unique Edict, Self-Preservation Instincts\n - Get Symbiotic Partnership modifier","links":["https://stellarisdb.com/concepts/drone-wrangler","https://stellarisdb.com/concepts/symbiosis-integrator","https://stellarisdb.com/concepts/wildlife-ranch","https://stellarisdb.com/concepts/symbiosis-nexus"]},{"key":"concept_treasure_vault","name":"Treasure Vault","url":"https://stellarisdb.com/concepts/treasure-vault","category":null,"aliases":[],"text":"A secure repository where valuables can be organized, restored, and preserved.","links":[]},{"key":"concept_trophy_hunter","name":"Trophy Hunters","url":"https://stellarisdb.com/concepts/trophy-hunter","category":null,"aliases":[],"text":"Trophy Hunters turn  Consumer Goods into  Unity,  Food,  Amenities and  Society Research.\n\nThe effects of Trophy Hunters vary depending on the Empire's ethics.\n\nIf it bleeds, we can kill it.","links":[]},{"key":"concept_trophy_hunter_stance","name":"Trophy Hunter","url":"https://stellarisdb.com/concepts/trophy-hunter-stance","category":null,"aliases":[],"text":"- Wranglers become Trophy Hunters\n- Wildlife Ranch becomes Hunting Grounds\n- Gain access to a unique Edict, Crack The Whip\n - Get Big Game Hunters modifier","links":["https://stellarisdb.com/concepts/wrangler","https://stellarisdb.com/concepts/trophy-hunter","https://stellarisdb.com/concepts/wildlife-ranch","https://stellarisdb.com/concepts/hunting-grounds"]},{"key":"concept_untamed_wilds_mod","name":"Untamed Wilds","url":"https://stellarisdb.com/concepts/untamed-wilds-mod","category":null,"aliases":[],"text":"- Max Districts: $@untamed_wilds_districts|0$\n- Unity from Jobs: +15%\nVast expanses of protected territory where wildlife is left to thrive, providing a sustainable supply of native creatures.","links":[]},{"key":"concept_vivarium","name":"Vivarium","url":"https://stellarisdb.com/concepts/vivarium","category":null,"aliases":[],"text":"The Vivarium allows us to view our captive Space Fauna. Creatures in captivity can be dissected for study and resources, or allowed to breed and produce new organisms.","links":[]},{"key":"concept_voidlure","name":"Voidlure","url":"https://stellarisdb.com/concepts/voidlure","category":null,"aliases":[],"text":"Voidlures transmit signals into deep space that are capable of attracting organisms that take shelter in the void.","links":[]},{"key":"concept_wild_consciousness_stance","name":"Wild Consciousness","url":"https://stellarisdb.com/concepts/wild-consciousness-stance","category":null,"aliases":[],"text":"- Wrangler Drones remains the same\n- Gain access to a unique Edict, Exotic Neural Network\n - Get Wild Consciousness modifier","links":["https://stellarisdb.com/concepts/drone-wrangler"]},{"key":"concept_wildlife_ranch","name":"Wildlife Ranch","url":"https://stellarisdb.com/concepts/wildlife-ranch","category":null,"aliases":[],"text":"Wranglers Jobs: +200\n\nCan be upgraded.\n\nWe live in partnership with our native creatures, taking the utmost care in the protection of their habitat and the sustainable growth of their species.","links":["https://stellarisdb.com/concepts/wrangler"]},{"key":"concept_wildlife_sanctuary","name":"Wildlife Sanctuary","url":"https://stellarisdb.com/concepts/wildlife-sanctuary","category":null,"aliases":[],"text":"Animal Handlers: +200\n\nCan be upgraded.","links":["https://stellarisdb.com/concepts/animal-handler"]},{"key":"concept_wrangler","name":"Wranglers","url":"https://stellarisdb.com/concepts/wrangler","category":null,"aliases":[],"text":"Wranglers turn  Consumer Goods into  Unity,  Amenities and  Society Research.\n\nThe effects of Wranglers vary depending on the Empire's ethics.\n\nThe proper preservation, study, and management of local fauna is vital to the success of our worlds.","links":[]},{"key":"concept_wrangler_stance","name":"Wrangler","url":"https://stellarisdb.com/concepts/wrangler-stance","category":null,"aliases":[],"text":"- Wranglers remains the same\n- Gain access to a unique Edict, Space Fauna Exhibition\n - Get Voidborne Livestock modifier","links":["https://stellarisdb.com/concepts/wrangler"]},{"key":"concept_xeno_geology_holomuseum","name":"Holo-Museum of Geology","url":"https://stellarisdb.com/concepts/xeno-geology-holomuseum","category":null,"aliases":[],"text":"A multi-faceted institute dedicated to the preservation and study of mineral formations and precious stones.","links":[]},{"key":"concept_cutholoids","name":"Cutholoids","url":"https://stellarisdb.com/concepts/cutholoids","category":null,"aliases":[],"text":"Cutholoids are massive organisms that inhabit asteroids in order to provide suitable protection for their otherwise soft bodies. This creature swallows its prey whole, using radioactive digestive fluid to slowly consume its prey.","links":[]},{"key":"concept_voidworms","name":"Voidworms","url":"https://stellarisdb.com/concepts/voidworms","category":null,"aliases":[],"text":"Voidworms are parasitic organisms that must deposit spores on inhabited worlds with suitable biomass in order to reproduce. Mature individuals form mating trios, known as \"Troikas\", and will construct nests near black holes to shelter and raise their young.","links":[]},{"key":"concept_space_fauna_ship_component","name":"Space Fauna Ship Component","url":"https://stellarisdb.com/concepts/space-fauna-ship-component","category":null,"aliases":[],"text":"Space Fauna Ship Components are those obtained by researching special projects on various Space Fauna. Any bonus applied to these will also be applied when equipped as a Mutation on Space Fauna. Examples of these components include, but are not limited to:\n- Energy Siphon\n- Amoeba Flagella","links":[]},{"key":"concept_space_fauna_home_systems","name":"Home Systems","url":"https://stellarisdb.com/concepts/space-fauna-home-systems","category":null,"aliases":[],"text":"Space Fauna can only be lured to a system matching their preferred habitat: \n - Tiyanki: Gas Giant systems \n - Space Amoebas: Nebula systems \n - Crystalline Entities: Pulsar systems \n - Voidworms: Black Hole systems \n - Cutholoids: Asteroid systems","links":[]},{"key":"concept_building_carceral_test_facility","name":"Experimentation Offices","url":"https://stellarisdb.com/concepts/building-carceral-test-facility","category":null,"aliases":[],"text":"Enforcer Jobs: +1\n\n… … decrease Crime and spawn Defense Armies\n--------------\nA colonial office that promotes franchising opportunities to prospective stakeholders, empowering them to establish their own experimental testing programs. Bring down crime and scale up defense!","links":[]},{"key":"concept_superstitious_beliefs_cycles","name":"Superstitious Beliefs Cycles","url":"https://stellarisdb.com/concepts/superstitious-beliefs-cycles","category":null,"aliases":["concept_sb_cycle"],"text":"Cycles change randomly every 13 years between:\n- Cycle of Fortune\n- Cycle of Omens\n- Cycle of Growth\n- Cycle of Prosperity\n- Cycle of Conflict\n- Cycle of Harmony\n- Cycle of Knowledge","links":["https://stellarisdb.com/concepts/cycle-of-fortune","https://stellarisdb.com/concepts/cycle-of-omens","https://stellarisdb.com/concepts/cycle-of-growth","https://stellarisdb.com/concepts/cycle-of-prosperity","https://stellarisdb.com/concepts/cycle-of-conflict","https://stellarisdb.com/concepts/cycle-of-harmony","https://stellarisdb.com/concepts/cycle-of-knowledge"]},{"key":"concept_cycle_of_fortune","name":"Cycle of Fortune","url":"https://stellarisdb.com/concepts/cycle-of-fortune","category":null,"aliases":["concept_sb_fortune"],"text":"…","links":[]},{"key":"concept_cycle_of_omens","name":"Cycle of Omens","url":"https://stellarisdb.com/concepts/cycle-of-omens","category":null,"aliases":["concept_sb_omens"],"text":"…","links":[]},{"key":"concept_cycle_of_growth","name":"Cycle of Growth","url":"https://stellarisdb.com/concepts/cycle-of-growth","category":null,"aliases":["concept_sb_growth"],"text":"…","links":[]},{"key":"concept_cycle_of_prosperity","name":"Cycle of Prosperity","url":"https://stellarisdb.com/concepts/cycle-of-prosperity","category":null,"aliases":["concept_sb_prosperity"],"text":"Effects:\n -  Trade from  Jobs: $@sb_cycle_positive_value|0=+%$\n - Energy Credits from Jobs: $@sb_cycle_positive_value|0=+%$\n - Ship Hull Points: $@sb_cycle_positive_value|0=+%$\n - Armor Hit Points: $@sb_cycle_positive_value|0=+%$\n - Sublight Speed: $@sb_cycle_negative_value|0=+%$\n - Outpost Build Cost: $@sb_cycle_positive_value|0=-%$\n - Starbase Influence Cost: $@sb_cycle_positive_value|0=-%$\n - Claim Influence Cost: $@sb_cycle_positive_value|0=-%$","links":[]},{"key":"concept_cycle_of_conflict","name":"Cycle of Conflict","url":"https://stellarisdb.com/concepts/cycle-of-conflict","category":null,"aliases":["concept_sb_conflict"],"text":"Effects:\n - Ship Fire Rate: $@sb_cycle_positive_value|0=+%$\n - Claim Influence Cost: $@sb_cycle_negative_value|0=-%$\n - War Exhaustion Gain: $@sb_cycle_negative_value|0=-%$\n - Unity from Jobs: $@sb_cycle_negative_value|0=+%$\n - Stability: $@sb_cycle_mid_negative_value|0=+(100)$\n - Diplomatic Weight: $@sb_cycle_negative_value|0=+%$","links":[]},{"key":"concept_cycle_of_harmony","name":"Cycle of Harmony","url":"https://stellarisdb.com/concepts/cycle-of-harmony","category":null,"aliases":["concept_sb_harmony"],"text":"Effects:\n - Unity from Jobs: $@sb_cycle_positive_value|0=+%$\n - Stability: $@sb_cycle_mid_positive_value|0=+(100)$\n - Ship Fire Rate in Friendly Systems: $@sb_cycle_positive_value|0=+%$\n - War Exhaustion Gain: $@sb_cycle_positive_value|0=-%$\n - Ship Upkeep: $@sb_cycle_positive_value|0=-%$\n - Ship Fire Rate outside of Friendly Systems: $@sb_cycle_negative_value|0=+%$","links":[]},{"key":"concept_cycle_of_knowledge","name":"Cycle of Knowledge","url":"https://stellarisdb.com/concepts/cycle-of-knowledge","category":null,"aliases":["concept_sb_knowledge"],"text":"…","links":[]},{"key":"concept_superstitious_beliefs_civics","name":"Superstitious Beliefs","url":"https://stellarisdb.com/concepts/superstitious-beliefs-civics","category":null,"aliases":[],"text":"Superstitious Beliefs Civics consist of: \n- Superstitious Beliefs\n- Fortune Enterprise\n- Zodiac Nexus\n- Pattern Finders","links":[]},{"key":"concept_proxy_wars","name":"Proxy Wars","url":"https://stellarisdb.com/concepts/proxy-wars","category":null,"aliases":["concept_proxy_war"],"text":"Proxy Wars can be initiated through Diplomacy. To start a Proxy War, you must have sufficient Trust or Infiltration.","links":[]},{"key":"concept_secret_societies_factions","name":"Secret Society Factions","url":"https://stellarisdb.com/concepts/secret-societies-factions","category":null,"aliases":["concept_ss_factions"],"text":"Secret Society Factions increase Diplomatic Weight, Infiltration Speed, and Trust Growth instead of  Unity.","links":[]},{"key":"concept_callings","name":"Callings","url":"https://stellarisdb.com/concepts/callings","category":null,"aliases":["concept_calling"],"text":"Callings are time-sensitive tasks that, if completed successfully, will increase Attunement with a Patron in the Shroud.","links":[]},{"key":"concept_deeds","name":"Deeds","url":"https://stellarisdb.com/concepts/deeds","category":null,"aliases":[],"text":"Deeds are actions that increase or decrease an empire's Attunement with a Patron in the Shroud.","links":[]},{"key":"concept_slave_army","name":"Slave Army","url":"https://stellarisdb.com/concepts/slave-army","category":null,"aliases":[],"text":"Slave Armies require Neural Implants Technology.","links":[]},{"key":"concept_psionic_phenotype_traits","name":"Psionic Species Traits","url":"https://stellarisdb.com/concepts/psionic-phenotype-traits","category":null,"aliases":[],"text":"- Uncanny Intuition\n- Cranial Hypertrophy\n- Cranial Megatrophy\n- Haunting Visions","links":[]},{"key":"concept_leader_trait_psionic","name":"Psychic","url":"https://stellarisdb.com/concepts/leader-trait-psionic","category":null,"aliases":[],"text":"Leader Trait\n\nThis leader channels their energy into additional beneficial effects based on their role.","links":[]},{"key":"concept_dreamscaping_decision","name":"Dreamscaping","url":"https://stellarisdb.com/concepts/dreamscaping-decision","category":null,"aliases":[],"text":"Terraforms a Shrouded World into a Gaia World","links":[]},{"key":"concept_banish_decision","name":"Banish","url":"https://stellarisdb.com/concepts/banish-decision","category":null,"aliases":[],"text":"By letting the Shroud consume this place, balance is restored to the Core of the Reckoning.\nBanish this planet to the Shroud.\nShroud Surge modifier added for 10 Years:\nDouble the passive effects of the Core of the Reckoning.","links":[]},{"key":"concept_entropy_drinkers_civics","name":"Entropy Drinkers","url":"https://stellarisdb.com/concepts/entropy-drinkers-civics","category":null,"aliases":[],"text":"Entropy Drinkers Civics consist of: \n- Entropy Drinkers\n- Corporate Vampires\n- Parasitic Caste\n- Energy Extractors","links":[]},{"key":"concept_psionic_components","name":"Psionic Components","url":"https://stellarisdb.com/concepts/psionic-components","category":null,"aliases":[],"text":"Psionic Bombers\nPsionic Lightning\nPsionic Disruptors\nZro Launchers\nPsionic Shields\nPrecognition Interface\nPsi Jump Drives","links":[]},{"key":"concept_shroudfall","name":"Shroudfall","url":"https://stellarisdb.com/concepts/shroudfall","category":null,"aliases":[],"text":"Blocker\n- Max Districts: -1\n- … Pop Resource Output: -5%\n- Pop Upkeep: +10%\n\nTime to Clear:  360\n Base: 1500 1500\n\nThe Shroud has consumed a portion of this land.","links":[]},{"key":"concept_empire_view","name":"Empire View","url":"https://stellarisdb.com/concepts/empire-view","category":"Interface","aliases":[],"text":"Get an overview of the Empire.\n\nAvailable tabs:\n…","links":[]},{"key":"concept_situation_log_view","name":"Situation Log View","url":"https://stellarisdb.com/concepts/situation-log-view","category":"Interface","aliases":[],"text":"The  Situation Log View gives an overview of ongoing issues.\n\nAvailable tabs:\n- Situation Log: list Situations, Event Chains, …\n- Findings: show Anomalies, First Contacts, and Archaeology Sites\n- Empire Focus: see Milestones and Empire Focuses\n- Victory: view the Scoreboard","links":["https://stellarisdb.com/concepts/situation","https://stellarisdb.com/concepts/event-chain","https://stellarisdb.com/concepts/anomaly","https://stellarisdb.com/concepts/first-contact","https://stellarisdb.com/concepts/archaeology-site","https://stellarisdb.com/concepts/milestone","https://stellarisdb.com/concepts/empire-focus","https://stellarisdb.com/concepts/scoreboard"]},{"key":"concept_government_view","name":"Government View","url":"https://stellarisdb.com/concepts/government-view","category":"Interface","aliases":[],"text":"The Government View allows management of the government.\n\nAvailable tabs:\n- Council: manage the Council and Agendas\n- Factions: view Factions\n- Policies & Edicts: select Policies and Edicts","links":["https://stellarisdb.com/concepts/council","https://stellarisdb.com/concepts/agenda","https://stellarisdb.com/concepts/faction","https://stellarisdb.com/concepts/policies","https://stellarisdb.com/concepts/edicts"]},{"key":"concept_society_management","name":"Society Management","url":"https://stellarisdb.com/concepts/society-management","category":"Interface","aliases":["concept_society_management_view"],"text":"The Society Management View allows management of traditions.\n\nAvailable tabs:\n…","links":[]},{"key":"concept_technology_view","name":"Technology View","url":"https://stellarisdb.com/concepts/technology-view","category":"Interface","aliases":[],"text":"The Technology View displays an empire's scientific progress across the fields of  Physics Research,  Society Research, and  Engineering Research. From this interface, research options are selected and technological priorities are managed.\n\nNew Technologies are presented semi-randomly from available options, reflecting the unpredictability of scientific inquiry.","links":["https://stellarisdb.com/concepts/physics-research","https://stellarisdb.com/concepts/society-research","https://stellarisdb.com/concepts/engineering-research","https://stellarisdb.com/concepts/technology"]},{"key":"concept_leaders_view","name":"Leaders View","url":"https://stellarisdb.com/concepts/leaders-view","category":"Interface","aliases":[],"text":"The Leaders View provides an overview of all active Leaders within the empire, including their roles, Leader Traits, experience levels, and current assignments. From this interface, new leaders may be recruited, existing ones reassigned, or retired from service.","links":["https://stellarisdb.com/concepts/leader","https://stellarisdb.com/concepts/leader-trait"]},{"key":"concept_species_view","name":"Species View","url":"https://stellarisdb.com/concepts/species-view","category":"Interface","aliases":[],"text":"The Species View offers a comprehensive listing of all known Species within the empire. From this interface, it is possible to examine and modify Species Traits, and manage population rights such as citizenship, military service, and Living Standards.\n\nThis view is essential for navigating the complexities of a multi-species empire, where policy, biology, and ideology intertwine in the shaping of galactic society.","links":["https://stellarisdb.com/concepts/species","https://stellarisdb.com/concepts/species-trait","https://stellarisdb.com/concepts/living-standard"]},{"key":"concept_planets_and_sector","name":"Colonies and Sectors","url":"https://stellarisdb.com/concepts/planets-and-sector","category":"Interface","aliases":["concept_planets_and_sector_view"],"text":"The Colonies and Sectors interface provides a centralized overview of all  Colonies and  Sector within the empire.\n\nIn this view, Governors can also be assigned.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/sector","https://stellarisdb.com/concepts/governor"]},{"key":"concept_expansion_planner","name":"Expansion Planner","url":"https://stellarisdb.com/concepts/expansion-planner","category":"Interface","aliases":[],"text":"The  Expansion Planner lists  Planets that present opportunities for colonization. Colonization can be started directly from this screen, which automatically builds a  Colony Ship.\n\n Planets must be surveyed by a  Science Ship and any  Anomalies found on the planet must be investigated before the planet can be colonized.\n\nA Starbase must also have been constructed in the planet's system, so that it lies within the empire's borders.","links":["https://stellarisdb.com/concepts/planet","https://stellarisdb.com/concepts/colony-ship","https://stellarisdb.com/concepts/science-ship","https://stellarisdb.com/concepts/anomaly","https://stellarisdb.com/concepts/starbase"]},{"key":"concept_fleet_management","name":"Fleet Management","url":"https://stellarisdb.com/concepts/fleet-management","category":"Interface","aliases":["concept_fleet_management_view"],"text":"Design ships and create fleets. New Ship Sizes and Components are unlocked by researching the required Technologies.\n\nAvailable tabs:\n…","links":["https://stellarisdb.com/concepts/component","https://stellarisdb.com/concepts/technology"]},{"key":"concept_contacts_view","name":"Contacts View","url":"https://stellarisdb.com/concepts/contacts-view","category":"Interface","aliases":[],"text":"The Contacts View lists all known empires, independent enclaves, and alien entities. From this interface, Diplomacy can be initiated and relations assessed. It serves as the central hub for interstellar communications and foreign intelligence.","links":["https://stellarisdb.com/concepts/diplomacy"]},{"key":"concept_discoveries_view","name":"Discoveries View","url":"https://stellarisdb.com/concepts/discoveries-view","category":"Interface","aliases":[],"text":"The Discoveries View catalogs significant objects and phenomena uncovered across the galaxy, including Relics, ancient artifacts, and other galactic curiosities of enduring importance.\n\nAvailable tabs:\n…","links":["https://stellarisdb.com/concepts/relic"]},{"key":"concept_claims_view","name":"Claims View","url":"https://stellarisdb.com/concepts/claims-view","category":"Interface","aliases":[],"text":"The Claims View displays all territorial Claims held by the empire.The Diplomatic mode of the Galaxy Map provides a clear overview of contested systems and potential flashpoints for future conflict.","links":["https://stellarisdb.com/concepts/claim","https://stellarisdb.com/concepts/galaxy-map"]},{"key":"concept_market_view","name":"Market View","url":"https://stellarisdb.com/concepts/market-view","category":"Interface","aliases":[],"text":"The Market View provides a framework for interstellar trade, the buying and selling of resources, or establishing recurring monthly transactions.","links":[]},{"key":"concept_colony_view","name":"Colony View","url":"https://stellarisdb.com/concepts/colony-view","category":"Interface","aliases":[],"text":"The  Colony View allows administration of a  Colony. On suitable uninhabited  Planets or Habitats, this view can be used to start the Colonization process.\n\nAvailable tabs:\n- Infrastructure: shows an overview of the colony's Districts, Buildings, and any assigned Governor. Here it is possible to set a Designation, or enable Planet Automation.\n- Management: shows any planetary features and population changes. Here it is possible to enact Decisions, Colony Ascension, or start Terraforming.\n- Economy: shows the colony's population divided into Job stratas.\n- Armies: shows any ground forces in the colony, and how much Devastation the colony has suffered.\n- Holdings: provides an overview of all the Overlord Holdings in the colony.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/planet","https://stellarisdb.com/concepts/habitat","https://stellarisdb.com/concepts/district","https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/governor","https://stellarisdb.com/concepts/designation","https://stellarisdb.com/concepts/planet-automation","https://stellarisdb.com/concepts/decision","https://stellarisdb.com/concepts/planetary-ascension","https://stellarisdb.com/concepts/terraforming","https://stellarisdb.com/concepts/job","https://stellarisdb.com/concepts/devastation","https://stellarisdb.com/concepts/overlord-holding"]},{"key":"concept_starbase_view","name":"Starbase View","url":"https://stellarisdb.com/concepts/starbase-view","category":"Interface","aliases":[],"text":"The  Starbase View allows administration of a Starbase.\n\nAvailable tabs:\n- Command: shows an overview of the starbase's Modules and Buildings. It also enables upgrading the starbase to the next tier when the required Technology has been researched\n- Defenses: shows any Defense Platforms and clicking a design builds more of them\n- Army Hub: provides a way to assemble a large number of Assault Armies. Armies are assembled on available  Colonies in the  Sector, and are either gathered at the starbase or with an Army with Rally Troops enabled\n- Shipyard: allows the building of both Utility Ships and Military Ships","links":["https://stellarisdb.com/concepts/starbase","https://stellarisdb.com/concepts/technology","https://stellarisdb.com/concepts/defense-platform","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/sector","https://stellarisdb.com/concepts/civilian-ship","https://stellarisdb.com/concepts/military-ship"]},{"key":"concept_waystation_view","name":"Waystation View","url":"https://stellarisdb.com/concepts/waystation-view","category":"Interface","aliases":[],"text":"The  Waystation View allows administration of a  Waystation.\n\nAvailable tabs:\n- Waystation: shows an overview of the waystation's Modules and Stockpile. It also enables upgrading the waystation to the next tier when the required Technology has been researched.","links":["https://stellarisdb.com/concepts/waystation","https://stellarisdb.com/concepts/technology"]},{"key":"concept_system_map","name":"System Map","url":"https://stellarisdb.com/concepts/system-map","category":"Interface","aliases":[],"text":"The System Map presents a detailed view of an individual star system, including Celestial Objects, Civilian Space Stations, Fleets, and orbital infrastructure. It allows for precise management of construction, colonization, combat operations, and scientific activity within the system.","links":["https://stellarisdb.com/concepts/celestial-object","https://stellarisdb.com/concepts/civilian-space-station","https://stellarisdb.com/concepts/fleet"]},{"key":"concept_galaxy_map","name":"Galaxy Map","url":"https://stellarisdb.com/concepts/galaxy-map","category":"Interface","aliases":[],"text":"The Galaxy Map offers a strategic overview of the known galaxy, displaying  Systems, Empire borders, and Hyperlanes. It serves as the primary interface for exploration, expansion, and interstellar coordination.","links":["https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/empire","https://stellarisdb.com/concepts/hyperlanes"]},{"key":"concept_navigation_bar","name":"Navigation Bar","url":"https://stellarisdb.com/concepts/navigation-bar","category":"Interface","aliases":[],"text":"The  Navigation Bar is on the left side of the screen.\n\nIt can either expand when interacted with or be locked in a minimal state.\n\nThe expanded mode allows access to settings where the menu items can be reordered. This also changes which keyboard shortcut that quickly opens each menu.","links":[]},{"key":"concept_resource_bar","name":"Resource Bar","url":"https://stellarisdb.com/concepts/resource-bar","category":"Interface","aliases":[],"text":"The  Resource Bar is on the top of the screen.\n\nIt houses various Resources such as  Energy Credits, and metrics such as Trade, Research, Station Capacity, and Naval Capacity.\n\nTo the right are the Time Controls used to speed up or slow down the game, as well as pause and unpause.\n\nBelow the Time Controls is the Music Player.","links":["https://stellarisdb.com/concepts/energy","https://stellarisdb.com/concepts/trade","https://stellarisdb.com/concepts/research","https://stellarisdb.com/concepts/starbase-capacity","https://stellarisdb.com/concepts/naval-capacity"]},{"key":"concept_outliner","name":"Outliner","url":"https://stellarisdb.com/concepts/outliner","category":"Interface","aliases":[],"text":"The Outliner provides quick access to key assets across the empire, including  Colonies, Fleets, and Civilian Space Stations. A customizable interface, it allows for rapid navigation and oversight, offering real-time status updates and direct control over vital operations.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/fleet","https://stellarisdb.com/concepts/civilian-space-station"]},{"key":"concept_inf_lm_cs_edict","name":"Centrifugal Siphoning","url":"https://stellarisdb.com/concepts/inf-lm-cs-edict","category":null,"aliases":[],"text":"-  Alloys from Metallurgists: -0.5\n-  Living Metal from Metallurgists: +1","links":[]},{"key":"concept_inf_lm_mgc_edict","name":"Modular Growth Compounds","url":"https://stellarisdb.com/concepts/inf-lm-mgc-edict","category":null,"aliases":[],"text":"-  Pop Growth (or Assembly) Speed: +10%","links":["https://stellarisdb.com/concepts/founder-species-growth-mult"]},{"key":"concept_d_galvanic_living_metal","name":"Living Metal Mass","url":"https://stellarisdb.com/concepts/d-galvanic-living-metal","category":null,"aliases":[],"text":"A Living Metal deposit. Species evolving in constant contact with this fascinating resource, are set on unique biological and scientific trajectories. \n\n - Produces  Living Metal: +1","links":[]},{"key":"concept_inf_lm_armor","name":"Regenerative Armor","url":"https://stellarisdb.com/concepts/inf-lm-armor","category":null,"aliases":[],"text":"Bonuses per Armor Component:\n- Energy Weapon Fire Rate: +2% \n- Daily Hull Regen: +1% \n- Daily Armor Regen: +1% \n\nAdds Regenerative versions of common armor components for ships. Their  Alloys cost is replaced with  Living Metal. \n\nIncludes unlocked components of the following  technologies: \n - Nanocomposite Materials \n - Ceramo-Metal Materials \n - Plasteel Materials \n - Durasteel Materials \n - Neutronium Materials","links":[]},{"key":"concept_inf_lm_weapon","name":"Reshaping Projectile Accelerator","url":"https://stellarisdb.com/concepts/inf-lm-weapon","category":null,"aliases":[],"text":"A stronger version of the Kinetic Artillery, with the  Alloys cost replaced by  Living Metal. \n\nUnlocked after researching  Kinetic Artillery.","links":[]},{"key":"concept_inf_cd_deposit","name":"Ancient Stasis Pods","url":"https://stellarisdb.com/concepts/inf-cd-deposit","category":null,"aliases":[],"text":"Produces:  3.0\nOn cleared: \n… \n\nThese stasis pods are ancient devices from our lost kin, using advanced cryogenic technology to keep individuals in suspended animation. With the right technology, we may be able to awaken them.","links":[]},{"key":"concept_pc_volcanic","name":"Volcanic World","url":"https://stellarisdb.com/concepts/pc-volcanic","category":null,"aliases":[],"text":"- Alloys from Jobs: +5% \n\nRocky world with a sulfur rich atmosphere and a partially liquid lithosphere. The ash and basalt covered surface is interspersed with fresh volcanic activity, lava lakes and rivers. Only extremophile life forms can be found, if any.","links":[]},{"key":"concept_dec_blazing_scourge","name":"Blazing Scourge Blockers","url":"https://stellarisdb.com/concepts/dec-blazing-scourge","category":null,"aliases":[],"text":"Adds up to 5  Blockers to the planet: \n - Each gradually decreases the Planet Habitability by 20%. \n - Grants  Unity and  Amenities.\n - Some grant  Volatile Motes and  Exotic Gases if the tech is researched. \n\nIt is time for us to truly embrace the flames and test our mettle. Set the whole planet on fire!","links":[]},{"key":"concept_fire_cult","name":"Scourge of the Volcano","url":"https://stellarisdb.com/concepts/fire-cult","category":null,"aliases":[],"text":"Their members promote spiritualist values, praising hardship and the ability to suffer through it. Physical trials play a significant role in their society.\n\nThe only way to attain divine unity is to survive the hardest of crucibles.\n\nSpiritualist Ethos","links":[]},{"key":"concept_fire_cult_jobs","name":"Fire Cult Priesthood","url":"https://stellarisdb.com/concepts/fire-cult-jobs","category":null,"aliases":[],"text":"- Priests are replaced by Fire Dancers\n- Politicians are replaced by Fire Oracles on planets with Habitability $@inf_fire_oracle_max_habitability|0%$ or less","links":["https://stellarisdb.com/concepts/priest","https://stellarisdb.com/concepts/inf-fire-dancer","https://stellarisdb.com/concepts/politician","https://stellarisdb.com/concepts/inf-fire-oracle"]},{"key":"concept_polytechnic_mentor","name":"Thermotechnic Mentors","url":"https://stellarisdb.com/concepts/polytechnic-mentor","category":null,"aliases":[],"text":"Extra resources produced per 100 Pops\n(Limit: 4000 Jobs per category):\n- Mining Jobs: +$@polytechnic_output$ Unity\n- Technician Jobs: +$@polytechnic_output$ Physics Research\n- Metallurgist Jobs: +$@polytechnic_output$ Engineering Research\n- Artisan Jobs: +$@polytechnic_output$ Society Research","links":["https://stellarisdb.com/concepts/planet-miners","https://stellarisdb.com/concepts/planet-technician","https://stellarisdb.com/concepts/planet-metallurgists","https://stellarisdb.com/concepts/planet-artisans"]},{"key":"concept_polytechnic_drone","name":"Pyroclastic Drones","url":"https://stellarisdb.com/concepts/polytechnic-drone","category":null,"aliases":[],"text":"Extra resources produced per 100 Pops\n(Limit: 4000 Jobs per category):\n- Mining Jobs: +$@polytechnic_output$ Unity\n- Technician Jobs: +$@polytechnic_output$ Physics Research\n- Metallurgist Jobs: +$@polytechnic_output$ Engineering Research\n- Artisan Jobs: +$@polytechnic_output$ Society Research","links":["https://stellarisdb.com/concepts/planet-miners","https://stellarisdb.com/concepts/planet-technician","https://stellarisdb.com/concepts/planet-metallurgists","https://stellarisdb.com/concepts/planet-artisans"]},{"key":"concept_inf_fire_dancer","name":"Fire Dancer","url":"https://stellarisdb.com/concepts/inf-fire-dancer","category":null,"aliases":["concept_inf_fire_dancers"],"text":"Fire Dancers turn  Consumer Goods into  Unity,  Amenities and  Stability \n\nMasters of flame and endurance, Fire Dancers perform searing rites that bind the community in awe and shared fervor.","links":[]},{"key":"concept_inf_fire_oracle","name":"Fire Oracle","url":"https://stellarisdb.com/concepts/inf-fire-oracle","category":null,"aliases":["concept_inf_fire_oracles"],"text":"Fire Oracles replace  Politicians on planets with Habitability lower than 50%. They turn  Consumer Goods into  Unity and  Amenities. \n\nA visionary to guide the people safely through the darkest times, promoting virtues of endurance and survival in the face of death.","links":[]},{"key":"concept_inf_fire_seer","name":"Fire Seer","url":"https://stellarisdb.com/concepts/inf-fire-seer","category":null,"aliases":["concept_inf_fire_seers"],"text":"Fire Seers turn  Consumer Goods into  Unity,  Amenities and  Stability \n\nThe destructive chaos of fire still leaves behind signs in char and ash that a skilled seer can interpret. These esoteric insights are put to use in ritual and rule alike.","links":[]},{"key":"concept_inf_blazewright","name":"Blazewright","url":"https://stellarisdb.com/concepts/inf-blazewright","category":null,"aliases":["concept_inf_blazewrights"],"text":"Blazewrights replace  Politicians on planets with Habitability lower than 50%. They turn  Consumer Goods into  Unity and  Amenities. \n\nThe work of politics is bolstered by a leader's skill in reading occult signs in ritual ash, and invoking the will of the deep fires of fate.","links":[]},{"key":"concept_inf_radiant_priest","name":"Radiant Priest","url":"https://stellarisdb.com/concepts/inf-radiant-priest","category":null,"aliases":["concept_inf_radiant_priests"],"text":"Radiant Priests replace  Politicians on planets with Habitability lower than 50%. They turn  Consumer Goods into  Unity and  Amenities. \n\nTo keep burning the flames of faith, this society's ruling priesthood embodies the radiant light of holy fire, lighting the way for their followers and cleansing evil from society.","links":[]},{"key":"concept_inf_cremator","name":"Cremator","url":"https://stellarisdb.com/concepts/inf-cremator","category":null,"aliases":["concept_inf_cremators"],"text":"Cremators turn  Consumer Goods into  Unity,  Amenities and  Stability \n\nCremators oversee the sacred rite of flame, guiding the departed through fire to their final mystery. Honored as custodians of this revered passage, they serve where death meets transcendence.","links":[]},{"key":"concept_inf_pyromancer","name":"Pyromancer","url":"https://stellarisdb.com/concepts/inf-pyromancer","category":null,"aliases":["concept_inf_pyromancers"],"text":"Pyromancers turn  Consumer Goods into  Unity,  Amenities and  Stability \n\nAfter spending years honing their ability to spot ripples of the future in the flickering of flames, skilled practitioners of the art exchange their skills for patronage by the ruling elite.","links":[]},{"key":"concept_inf_pyrocrat","name":"Pyrocrat","url":"https://stellarisdb.com/concepts/inf-pyrocrat","category":null,"aliases":["concept_inf_pyrocrats"],"text":"Pyrocrats replace  Politicians on planets with Habitability lower than 50%. They turn  Consumer Goods into  Unity and  Amenities. \n\nAn entrenched elite whose brilliance defines the state, Pyrocrats rule as living flames and are sustained by the labor of those who stoke their glory.","links":[]},{"key":"concept_inf_ashbroker","name":"Ashbroker","url":"https://stellarisdb.com/concepts/inf-ashbroker","category":null,"aliases":["concept_inf_ashbrokers"],"text":"Ashbrokers replace  Politicians on planets with Habitability lower than 50%. They turn  Consumer Goods into  Unity and  Amenities. \n\nWhere fire consumes, Ashbrokers thrive. These profiteers of ruin are skilled in turning devastation into opportunity and ashes into assets.","links":[]},{"key":"concept_inf_blazing_harbinger","name":"Blazing Harbinger","url":"https://stellarisdb.com/concepts/inf-blazing-harbinger","category":null,"aliases":["concept_inf_blazing_harbingers"],"text":"Blazing Harbingers replace  Politicians on planets with Habitability lower than 50%. They turn  Consumer Goods into  Unity and  Amenities and  Stability. \n\nRevered as both visionaries and leaders, these harbingers unite faith and authority. Through sacred flame, they guide the empire toward its destined radiance.","links":[]},{"key":"concept_volcanic_forge","name":"Volcanic Forge","url":"https://stellarisdb.com/concepts/volcanic-forge","category":null,"aliases":[],"text":"Turns the planet into a Volcanic World. \n\n- Monthly Progress: +0.1 \n- Monthly Progress per 100  Miners: +0.05 \n- Monthly Progress per 100  Metallurgists: +0.05","links":[]},{"key":"concept_offworld_expedition_hub","name":"Offworld Expedition Hub","url":"https://stellarisdb.com/concepts/offworld-expedition-hub","category":null,"aliases":[],"text":"This center coordinates freelance expeditions to a nearby Molten World, where enterprising prospectors may uncover valuable  Volatile Motes and  Living Metal.","links":[]},{"key":"concept_offworld_prospector","name":"Offworld Prospector","url":"https://stellarisdb.com/concepts/offworld-prospector","category":null,"aliases":[],"text":"Offworld Prospectors turn  Energy Credits into  Living Metal and  Volatile Motes","links":[]},{"key":"concept_offworld_prospector_drone","name":"Offworld Prospector Drone","url":"https://stellarisdb.com/concepts/offworld-prospector-drone","category":null,"aliases":[],"text":"Offworld Prospectors Drones turn  Energy Credits into  Living Metal and  Volatile Motes","links":[]},{"key":"concept_deep_sleep_cryo_pods","name":"Deprecated Cryo Pods","url":"https://stellarisdb.com/concepts/deep-sleep-cryo-pods","category":null,"aliases":[],"text":"- Adds +1000 Cryo-Sleeper Jobs\n- Housing: -200\n- Time to Clear:  360 Days\n- Cost to Clear: -1000  Food -1000  Alloys\n- On Clearing: Becomes Renewed Cryo Pods\nSurplus cryogenic storage littering the Arkship. Some might still house forgotten occupants.","links":["https://stellarisdb.com/concepts/job-deep-sleep","https://stellarisdb.com/concepts/deep-sleep-cryo-pods-renewed"]},{"key":"concept_deep_sleep_cryo_pods_renewed","name":"Renewed Cryo Pods","url":"https://stellarisdb.com/concepts/deep-sleep-cryo-pods-renewed","category":null,"aliases":[],"text":"- Adds +100 Cryo-Sleeper Jobs\n - Pop Upkeep: -5%","links":["https://stellarisdb.com/concepts/job-deep-sleep"]},{"key":"concept_prepare_deep_sleep","name":"Prepare the Deep Sleep","url":"https://stellarisdb.com/concepts/prepare-deep-sleep","category":null,"aliases":[],"text":"Cost: -100  Influence\nEffect (5 Years):\n - Upkeep from Jobs: -15%\n - +233 Cryo-Sleeper Jobs from Renewed Cryo Pods","links":["https://stellarisdb.com/concepts/job-deep-sleep","https://stellarisdb.com/concepts/deep-sleep-cryo-pods-renewed"]},{"key":"concept_arkship_harvestable_resources","name":"Harvestable Resources","url":"https://stellarisdb.com/concepts/arkship-harvestable-resources","category":null,"aliases":[],"text":"Arkships can harvest following resources from Planets, Moons and Asteroids: \n -  Energy Credits \n -  Minerals \n -  Consumer Goods \n -  Alloys \n -  Exotic Gases \n -  Rare Crystals \n -  Volatile Motes \n -  Living Metal \n -  Nanites","links":[]},{"key":"concept_arkship_harvest_resources_planet_resources","name":"Planetary Resources","url":"https://stellarisdb.com/concepts/arkship-harvest-resources-planet-resources","category":null,"aliases":[],"text":"Harvesting yields additional resources depending on the target  Planet Class, scaling with the total size of all Harvestable Deposits.\n\nUnsurveyed targets or those without any deposits will only grant the minimum yield. \n\nIce Asteroid:\n -  Energy Credits,  Exotic Gases \nGas Giant, Toxic World:\n -  Exotic Gases \nBroken World, Shattered World:\n -  Minerals,  Alloys \nBarren World:\n -  Minerals \nAsteroid:\n -  Minerals,  Volatile Motes \nCrystalline Asteroid, Frozen World:\n -  Rare Crystals \nMolten World:\n -  Volatile Motes","links":["https://stellarisdb.com/concepts/arkship-harvestable-resources"]},{"key":"concept_arkship_strategic_resources","name":"Strategic Resources","url":"https://stellarisdb.com/concepts/arkship-strategic-resources","category":null,"aliases":[],"text":"The following Strategic Resources can be Harvested: \n -  Exotic Gases \n - (Improved Exotic Gas Extraction) \n -  Rare Crystals \n - (Improved Rare Crystal Mining) \n -  Volatile Motes \n - (Improved Mote Stabilization) \n -  Living Metal \n - (Improved Living Metal) \n -  Nanites","links":[]},{"key":"concept_survey","name":"Survey","url":"https://stellarisdb.com/concepts/survey","category":null,"aliases":[],"text":"System Effects:\n - Reveals detailed information of Celestial Objects and may unveil  Anomalies or  Archaeology Sites.","links":[]},{"key":"concept_military_arkship_weapons","name":"Military Armaments","url":"https://stellarisdb.com/concepts/military-arkship-weapons","category":null,"aliases":[],"text":"Military Arkships include additional weapon slots that upgrade automatically with newly researched weapons. The Weapon Preferences (Arkships) Policy decides which weapons they favor. \n\nTier I: \n -  Weapon Slots: +4 \nTier II: \n -  Weapon Slots: +4 \n -  Weapon Slots: +4 \nTier III: \n -  Weapon Slots: +8","links":[]},{"key":"concept_star_luminosity","name":"Luminosity","url":"https://stellarisdb.com/concepts/star-luminosity","category":null,"aliases":[],"text":"Luminosity is the measure of how much radiation and light a star emits, influencing stellar classification, system temperature, and habitability potential. \n\nLuminosity: Negligible \n- Black Hole \n- Class T Brown Dwarf \n- Protostar \n\nLuminosity: Faint \n- Class M Star \n- Class M Red Giant \n\nLuminosity: Moderate \n- Class G Star \n- Class K Star \n\nLuminosity: Strong \n- Class B Star \n- Class A Star \n- Class F Star \n\nLuminosity: Intense \n- Neutron Star \n- Pulsar","links":[]},{"key":"concept_trait_photoadaptive_stars","name":"Star Classes","url":"https://stellarisdb.com/concepts/trait-photoadaptive-stars","category":null,"aliases":[],"text":"Some species gain Job Efficiency for Workers & Menial Drones from stellar Luminosity. \n\n- Pulsars or Neutron Stars: +15% \n- Class B, Class A or Class F Stars: +10% \n- Class G or Class K Stars: +5% \n- Class M Stars: -5% \n- Brown Dwarfs, Protostars, or Black Holes: -15%","links":["https://stellarisdb.com/concepts/star-luminosity"]},{"key":"concept_artificial_colonies","name":"Artificial Worlds","url":"https://stellarisdb.com/concepts/artificial-colonies","category":null,"aliases":["concept_artificial_colony"],"text":"These large habitable structures in space are created by civilizations, not by nature. \n\nThey consist of:\n- Orbital Habitat\n- Ring Segment\n- Arkship","links":[]},{"key":"concept_nomad_traits","name":"Nomadic Traits","url":"https://stellarisdb.com/concepts/nomad-traits","category":null,"aliases":["concept_nomad_trait"],"text":"Organic:\n- Photoadaptive\n- Recursive Learners\n- Reaver\n- Terraphobic\nMachine:\n- Solar Celled\n- Structural Awareness\n- Interconnected\n- Combat-Synced","links":[]},{"key":"concept_nomad_festival","name":"Celebration","url":"https://stellarisdb.com/concepts/nomad-festival","category":null,"aliases":[],"text":"- Unique Approach for Operational Reserves.\n - Spends Operational Reserves to gain powerful, productivity benefits.\n - Requires 50 Star Journal Progress.","links":[]},{"key":"concept_journey_tracker","name":"Star Journal","url":"https://stellarisdb.com/concepts/journey-tracker","category":null,"aliases":[],"text":"Tracks Unique Encounters throughout the galaxy.\nTracked encounters improve the effects of Celebration.","links":["https://stellarisdb.com/concepts/unique-encounters","https://stellarisdb.com/concepts/nomad-festival"]},{"key":"concept_unique_encounters","name":"Unique Encounters","url":"https://stellarisdb.com/concepts/unique-encounters","category":null,"aliases":[],"text":"Unique Stars, Unique Systems and Unique Creatures.","links":[]},{"key":"concept_job_sacred_path_elite","name":"High Pilgrim","url":"https://stellarisdb.com/concepts/job-sacred-path-elite","category":null,"aliases":[],"text":"Pilgrims have been the lifeblood of our society since time immemorial. To complete the sacred pilgrimage and be blessed by the deities is our birthright.","links":[]},{"key":"concept_job_sacred_path_specialist","name":"Devoted Adept","url":"https://stellarisdb.com/concepts/job-sacred-path-specialist","category":null,"aliases":[],"text":"These crew members provide goods and services, in devotion to the Pilgrimage.","links":[]},{"key":"concept_job_sacred_path_civilian","name":"Faithful Acolyte","url":"https://stellarisdb.com/concepts/job-sacred-path-civilian","category":null,"aliases":[],"text":"The masses yearn for sacred knowledge. In time they will establish themselves in the faith. And it will nourish them.","links":[]},{"key":"concept_zone_ark_sacred_path_pilgrims","name":"Consecrated Community","url":"https://stellarisdb.com/concepts/zone-ark-sacred-path-pilgrims","category":null,"aliases":[],"text":"Politicians are converted into  High Pilgrims\n Bureaucrats are converted into  Devoted Adepts\n Civilians are converted into  Faithful Acolytes","links":[]},{"key":"concept_situation_passenger_satisfaction","name":"Passenger Satisfaction","url":"https://stellarisdb.com/concepts/situation-passenger-satisfaction","category":null,"aliases":[],"text":"This cruise will travel the stars forever by juggling passenger wishes and crew needs. Completing both Passenger or Crew Contracts affect the situation.\n\n…","links":[]},{"key":"concept_job_cruise_passenger","name":"First Class Passenger","url":"https://stellarisdb.com/concepts/job-cruise-passenger","category":null,"aliases":[],"text":"First Class Passengers enjoy the highest level of comfort and service.","links":[]},{"key":"concept_job_cruise_passenger_unemployment","name":"Economy Class Passenger","url":"https://stellarisdb.com/concepts/job-cruise-passenger-unemployment","category":null,"aliases":[],"text":"Economy Class Passengers enjoy the stars from shared quarters while eyeing the First Class manors with envy.","links":[]},{"key":"concept_job_cruise_crew_overseer","name":"Activity Manager","url":"https://stellarisdb.com/concepts/job-cruise-crew-overseer","category":null,"aliases":[],"text":"Activity Managers ensure that all crew is working at maximal efficiency to satisfy every minute need of the passengers.","links":[]},{"key":"concept_zone_ark_forever_cruise_city_crew","name":"Fabrication Deck","url":"https://stellarisdb.com/concepts/zone-ark-forever-cruise-city-crew","category":null,"aliases":[],"text":"Behind the glittering halls, this deck keeps everything running.","links":[]},{"key":"concept_zone_ark_forever_cruise_city_passenger","name":"Observation Deck","url":"https://stellarisdb.com/concepts/zone-ark-forever-cruise-city-passenger","category":null,"aliases":[],"text":"A lounge of wonder, where boredom dissolves into spectacle.","links":[]},{"key":"concept_zone_ark_forever_cruise_city_mixed","name":"Utility Deck","url":"https://stellarisdb.com/concepts/zone-ark-forever-cruise-city-mixed","category":null,"aliases":[],"text":"A deck of compromises, serving both indulgence and necessity.","links":[]},{"key":"concept_zone_ark_forever_cruise_crew","name":"Operations Center","url":"https://stellarisdb.com/concepts/zone-ark-forever-cruise-crew","category":null,"aliases":[],"text":"Tools in place, schedules clear, and a crew unburdened by distractions.","links":[]},{"key":"concept_zone_ark_forever_cruise_passenger","name":"Entertainment Hub","url":"https://stellarisdb.com/concepts/zone-ark-forever-cruise-passenger","category":null,"aliases":[],"text":"A glittering maze of amusement parks, theaters, and diversions without end.","links":[]},{"key":"concept_forever_cruise_district_specializations","name":"Forever Cruise District Specializations","url":"https://stellarisdb.com/concepts/forever-cruise-district-specializations","category":null,"aliases":[],"text":"- Fabrication Deck\n- Observation Deck\n- Utility Deck\n- Entertainment Hub\n- Operations Center","links":["https://stellarisdb.com/concepts/zone-ark-forever-cruise-city-crew","https://stellarisdb.com/concepts/zone-ark-forever-cruise-city-passenger","https://stellarisdb.com/concepts/zone-ark-forever-cruise-city-mixed","https://stellarisdb.com/concepts/zone-ark-forever-cruise-passenger","https://stellarisdb.com/concepts/zone-ark-forever-cruise-crew"]},{"key":"concept_forever_cruise_buildings","name":"Forever Cruise Buildings","url":"https://stellarisdb.com/concepts/forever-cruise-buildings","category":null,"aliases":[],"text":"- Passenger Estates\n- Voyage Hall\n- Enrichment Labs\n- Indulgence Reprocessors\n- Service Workshops\n- Crew Coordination Center\n- Holo-Production Studios","links":[]},{"key":"concept_job_deep_sleep","name":"Cryo-Sleeper","url":"https://stellarisdb.com/concepts/job-deep-sleep","category":null,"aliases":[],"text":"- -100% Pop Upkeep\n- Can not be prioritized\nLimited resources allowed only so many to make the journey awake.","links":[]},{"key":"concept_nomadic_empire","name":"Nomadic Empire","url":"https://stellarisdb.com/concepts/nomadic-empire","category":"Empire","aliases":["concept_nomadic_empires"],"text":"Nomadic Empires are civilizations that operate from mobile  Arkships rather than stationary  Colonies. They do not claim  Systems or colonize  Planets.\n\nNomadic Empires can build  Waystations to collect resources, and can accept  Contracts from  Settled Empires.","links":["https://stellarisdb.com/concepts/arkship","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/planet","https://stellarisdb.com/concepts/waystation","https://stellarisdb.com/concepts/contract","https://stellarisdb.com/concepts/settled-empire"]},{"key":"concept_settled_empire","name":"Settled Empire","url":"https://stellarisdb.com/concepts/settled-empire","category":"Empire","aliases":["concept_settled_empires"],"text":"Settled Empires are civilizations that govern from stationary Colonies on  Planets, claiming  Systems and defending them with Starbases.\n\nFrom the perspective of  Nomadic Empires, Settled Empires are potential partners for  Contracts and Diplomatic Pacts, though diplomatic friction may arise when nomadic fleets cross their borders.","links":["https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/planet","https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/starbase","https://stellarisdb.com/concepts/nomadic-empire","https://stellarisdb.com/concepts/contract","https://stellarisdb.com/concepts/diplomatic-pact"]},{"key":"concept_arkship","name":"Arkship","url":"https://stellarisdb.com/concepts/arkship","category":"Colony","aliases":["concept_arkships"],"text":"Arkships are colossal vessels that carry  Nomadic Empires through the void of space, functioning at once as a  Colony, Starbase, and Military Ship. \n\n- As Colonies, they contain  Districts,  District Specializations,  Buildings and  Pops. \n- As Starbases, they act as Shipyards and can be customized with Arkship Modules and Systems. \n- Arkships have a shared build queue for all Colony and Starbase construction. \n- As Military Ships, Arkships boast multiple hangar bays and point-defenses, and significant armor and shields. \n- Arkships can collect stockpiled resources from  Logistic Ships and  Waystations. \n- Arkships can perform additional strategic actions, including: \n - Survey \n - Build Megastructure \n - Harvest Resources \n - Arkship Modules unlock more advanced actions. \n- New Arkships can be constructed as Megastructures by other Arkships after researching  Arkship Construction. \n- Arkships can be upgraded after researching  Arkship Engineering and  Arkship Mastery.","links":["https://stellarisdb.com/concepts/nomadic-empire","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/starbase","https://stellarisdb.com/concepts/military-ship","https://stellarisdb.com/concepts/district","https://stellarisdb.com/concepts/district-specialization","https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/pop","https://stellarisdb.com/concepts/shipyard","https://stellarisdb.com/concepts/logistic-ship","https://stellarisdb.com/concepts/waystation","https://stellarisdb.com/concepts/survey","https://stellarisdb.com/concepts/megastructure"]},{"key":"concept_logistic_ship","name":"Logistic Ship","url":"https://stellarisdb.com/concepts/logistic-ship","category":"Development","aliases":["concept_logistic_ships"],"text":"A Logistic Ship can harvest resources from celestial bodies and transport them to our Arkships.\n\nUse:\n- Harvest Resources from Planets, Moons and Asteroids\n- Build  Waystations in Systems to expand our  Waylines\n- Build Megastructures \n- Collect resources from  Waystations \n- Cannot build new  Arkships, which only other Arkships can do \n- Research certain Special Projects\n\nTo increase:\n- Build Logistic Ships in an  Arkship","links":["https://stellarisdb.com/concepts/waystation","https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/wayline","https://stellarisdb.com/concepts/megastructure","https://stellarisdb.com/concepts/arkship","https://stellarisdb.com/concepts/special-project"]},{"key":"concept_operational_reserves","name":"Operational Reserves","url":"https://stellarisdb.com/concepts/operational-reserves","category":"Development","aliases":[],"text":"The Operational Reserves for  Nomadic Empires are a combined view of Minerals and  Energy Credits.\n\nThere is still income and upkeep of  Minerals and  Energy Credits, but managed as a Situation.\n\nOne point of Operational Reserves is equal to one  Mineral or one  Energy Credit.\n\nOperational Reserve Capacity has a base value of $@nomad_reserves_base|0$.\nEach Arkship we own increases it by:\n- Tier I: $@nomad_reserves_per_tier_1|0$\n- Tier II: $@nomad_reserves_per_tier_2|0$\n- Tier III: $@nomad_reserves_per_tier_3|0$\nCivilian Arkships grant an additional $@nomad_reserves_civilian_per_tier_1|0$ per Tier.\n\nThe Stages of the situation affect the empire's  Arkships in different ways, and Approaches can be selected to conserve resources or burn through them for higher productivity.\n\n Minerals and  Energy Credits can be bought on the  Market, but not sold.","links":["https://stellarisdb.com/concepts/nomadic-empire","https://stellarisdb.com/concepts/minerals","https://stellarisdb.com/concepts/energy","https://stellarisdb.com/concepts/situation","https://stellarisdb.com/concepts/arkship","https://stellarisdb.com/concepts/market"]},{"key":"concept_contract","name":"Contract","url":"https://stellarisdb.com/concepts/contract","category":"Empire","aliases":["concept_contracts"],"text":"Contracts are tasks given to  Nomadic Empires by  Settled Empires, or internal tasks from parts of the Nomadic Empire itself.\n\nThese tasks range from raiding rivals to transporting diplomats, and can typically only be completed by  Arkships.\n\nContracts are listed in the Situation Log tab of the  Situation Log View.","links":["https://stellarisdb.com/concepts/nomadic-empire","https://stellarisdb.com/concepts/settled-empire","https://stellarisdb.com/concepts/arkship","https://stellarisdb.com/concepts/situation-log-view"]},{"key":"concept_waystation","name":"Waystation","url":"https://stellarisdb.com/concepts/waystation","category":"Development","aliases":["concept_waystations"],"text":"Waystations are space stations, built by  Nomadic Empires, that can collect celestial resources and form interstellar trade routes, known as  Waylines.\n\nResources collected by Waystations are held in the Waystation Stockpile until visited by a  Logistic Ship or  Arkship.\n\nWaystations can be constructed in  Systems without permission from the System Owner, which incurs Diplomatic Penalties with the System Owner, granting them the Nomadic Expulsion War Goal. Signing a Wayline Pact will remove these penalties. \n\nThe number of Waystations an empire can support is limited by its Station Capacity.","links":["https://stellarisdb.com/concepts/nomadic-empire","https://stellarisdb.com/concepts/wayline","https://stellarisdb.com/concepts/logistic-ship","https://stellarisdb.com/concepts/arkship","https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/wayline-pact","https://stellarisdb.com/concepts/starbase-capacity"]},{"key":"concept_wayline","name":"Wayline","url":"https://stellarisdb.com/concepts/wayline","category":"Development","aliases":["concept_waylines"],"text":"Waylines are interstellar trade routes formed by  Waystations in neighboring  Systems.\n\nWaystation Modules provide effects and modifiers that are propagated along the Wayline and shared by Wayline Pacts with the System Owner. For example, the Logistics Hub allows for the collection of stockpiled resources from all  Waystations along an entire Wayline.","links":["https://stellarisdb.com/concepts/waystation","https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/wayline-pact"]},{"key":"concept_wayline_pact","name":"Wayline Pact","url":"https://stellarisdb.com/concepts/wayline-pact","category":"Development","aliases":["concept_wayline_pacts"],"text":"Wayline Pacts are Diplomatic Pacts signed between a  Nomadic Empire and another empire. These agreements allow both Empires to benefit from the  Wayline Modifiers propagated along the Wayline.\n\nAdditionally, when signed between a Nomadic Empire and a  Settled Empire, any Diplomatic Penalties caused by the Wayline are ignored.","links":["https://stellarisdb.com/concepts/diplomatic-pact","https://stellarisdb.com/concepts/nomadic-empire","https://stellarisdb.com/concepts/wayline","https://stellarisdb.com/concepts/settled-empire"]},{"key":"concept_arkship_settle","name":"Settle","url":"https://stellarisdb.com/concepts/arkship-settle","category":"Colony","aliases":["concept_arkship_settling"],"text":"To  Settle is when a  Arkship permanently settles on a world, ending its nomadic voyage.\n\nThis requires that either the Adaptability or Versatility tradition tree has been completed.\n\nTo Settle, either select an Arkship and right-click an uncolonized Habitable World or click the Colonize button in the  Colony View.\n\nAn empire with additional Arkships can choose to let them continue as nomads and turn the newly  Settled Empire into a Subject.\n\n Waystations in unowned  Systems are converted into Outposts.","links":["https://stellarisdb.com/concepts/arkship","https://stellarisdb.com/concepts/habitable-world","https://stellarisdb.com/concepts/colony-view","https://stellarisdb.com/concepts/settled-empire","https://stellarisdb.com/concepts/subject","https://stellarisdb.com/concepts/waystation","https://stellarisdb.com/concepts/system","https://stellarisdb.com/concepts/outpost"]},{"key":"concept_arkship_embark","name":"Embark","url":"https://stellarisdb.com/concepts/arkship-embark","category":"Colony","aliases":["concept_arkship_embarkation","concept_arkship_embarking"],"text":"To  Embark is when a  Settled Empire leaves their Habitable World and boards an  Arkship to become a  Nomadic Empire.\n\nThis requires that either the Adaptability or Versatility tradition tree has been completed.\n\nTo Embark, open the Decisions panel on a  Colony and select Embark.\n\nIf an empire has multiple Colonies they can choose to leave them behind as a Subject, or instead release the new Nomadic Empire as a Subject.\n\nAll owned Starbases are converted into  Waystations, and the embarked planet becomes a Stripped World.","links":["https://stellarisdb.com/concepts/settled-empire","https://stellarisdb.com/concepts/habitable-world","https://stellarisdb.com/concepts/arkship","https://stellarisdb.com/concepts/nomadic-empire","https://stellarisdb.com/concepts/decision","https://stellarisdb.com/concepts/colony","https://stellarisdb.com/concepts/subject","https://stellarisdb.com/concepts/starbase","https://stellarisdb.com/concepts/waystation"]},{"key":"concept_arkship_lithoid_consume_world","name":"Arkship: Consume World","url":"https://stellarisdb.com/concepts/arkship-lithoid-consume-world","category":null,"aliases":[],"text":"Terravore Arkships can be ordered to orbit a planet and deploy it's swarm consume it.\nOnce initiated, a Situation tracks consumption progress and the Arkship is locked in orbit until the process is complete. \nIf the Arkship leaves orbit, a 180-day grace period allows it to return. If it does not return in time, the consumption is abandoned. \n\nWhile in orbit:\n - Minerals, Food, and Pops are periodically extracted \nOn completion: \n - The world is converted into a Shattered World","links":[]},{"key":"concept_arkship_nanotech_consume_world","name":"Arkship: Assimilate World","url":"https://stellarisdb.com/concepts/arkship-nanotech-consume-world","category":null,"aliases":[],"text":"Nanite Arkships can be ordered to orbit a planet and assimilate it with nanites.\nOnce initiated, a Situation tracks assimilation progress and the Arkship is locked in orbit until the process is complete.\nIf the Arkship leaves orbit, a 180-day grace period allows it to return. If it does not return in time, the process is abandoned. \n\nWhile in orbit:\n - Nanites are periodically extracted \nOn completion:\n - The world is converted into an Uninhabitable Nanite World","links":[]},{"key":"concept_waystation_tribute","name":"Tribute","url":"https://stellarisdb.com/concepts/waystation-tribute","category":null,"aliases":[],"text":"Tribute is collected monthly as a percentage of each Subject Colony's output. The following resources are collected:\n -  Energy Credits\n -  Minerals\n -  Food\n -  Alloys\n -  Consumer Goods\n -  Rare Crystals\n -  Exotic Gases\n -  Volatile Motes","links":[]},{"key":"concept_zone_ark_food","name":"Ark Hydroponics","url":"https://stellarisdb.com/concepts/zone-ark-food","category":null,"aliases":[],"text":"-  Building Slots: +3\n-  Farmer Jobs: +200\n-  Arkship Decks are Specialized into  Ark Hydroponics\n\nOnboard hydroponic farms will grow the sustenance of our people.","links":["https://stellarisdb.com/concepts/building","https://stellarisdb.com/concepts/farmer"]},{"key":"concept_zone_ark_harvest","name":"Harvesting Bay","url":"https://stellarisdb.com/concepts/zone-ark-harvest","category":null,"aliases":[],"text":"-  Building Slots: +3\n-  Astro-Harvester Jobs: +200\n-  Arkship Decks are Specialized into  Harvesting Bays\n\nReserving dedicated arkship space for the collection and triage of harvested resources offers a higher yield thanks to the opportunity of in-gravity operations and the use of more streamlined machinery.","links":["https://stellarisdb.com/concepts/building"]}]}