Empires - Stellaris Guide - IGN (2024)

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The Empires are the starting factions you can choose from to rule the galaxy with. There are 8 by default, but you can also make a Custom Empire that allows you to build it from the ground up.

The Empire you choose in the beginning is going to largely dictate how you play the game, so make sure you choose well and begin with a plan in mind. The worst thing you can do is to pick an Empire that focuses heavily on military, and then decide to never build a military!

United Nations of Earth

The first of the starting Empires, this Empire is one of two representations of us, Humans. This faction is focused more on peacefully co-existing with other Empires.

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Government

This Empire has an Indirect Democracy which holds an election every 5 years, and gives a Leader Skill Level +1 bonus, as well as lowering Leader Recruitment Costs by -10%.

They start with the Xenophile trait which lowers Xenophobia by -10%. They also begin with Fanatical Individualist which grants +20% Energy Credits, -100% Slavery Tolerance and +10% Ethics Divergence.

Species

Being Human, this species starts with the Quick Learner trait, giving them +25% Leader Experience Gained, as well as Nomadic which gives -50% to Migration Time and -33% to Resettlement Costs.

Technology

This Empire starts with the Nuclear Missile technology. They utilize Warp Travel as their primary means of FTL travel, and use Mammalian space ships.

Commonwealth of Man

This Empire represents a divergent version of us. They are far more focused on combat and militaristic ways than the other starting humans.

Government

This Empire is ruled through a Military Dictatorship. Elections are only held when the current dictator dies. This rule allows for a bonus +20% to Naval Capacity, and -5% to Ship Upkeep.

They start with the Xenophobe trait, giving the +10% to Xenophobia and +50% to Alien Slavery Tolerance. They also have the Fanatic Militarist trait, giving them +20% Army Damage, +100% to Alliance Influence Costs, +50% Rivalry Influence Gain and a population modifier that gives them +10% War Happiness.

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Species

Being Human, this species starts with the Quick Learner trait, giving them +25% Leader Experience Gained, as well as Nomadic which gives -50% to Migration Time and -33% to Resettlement Costs.

Technology

This Empire uses Laser technology as their primary offensive weapon. They use Wormhole Travel as their means of FTL travel, and fly Mammalian ships.

Tzynn Empire

This is the Reptilian Empire, and their main focus is combat. A good choice if you want to play a game where you rule the entire galaxy with an iron fist.

Government

This Empire is ruled through a Military Dictatorship. Elections are only held when the current dictator dies. This rule allows for a bonus +20% to Naval Capacity, and -5% to Ship Upkeep.

They start with the Collectivist trait, giving them +50% Slave Tolerance and -5% Food Consumption. They also have the Fanatic Militarist trait, giving them +20% Army Damage, +100% to Alliance Influence Costs, +50% Rivalry Influence Gain and a population modifier that gives them +10% War Happiness.

Species

This empire is ruled by a Reptilian species. They start with the Strong trait, giving them +20% Army Damage and +5% Minerals. They also have Talented, which gives a +1 to Leader Skill Levels, and the Nonadaptive trait which lowers Habitability -10%.

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Technology

The Tzynn use Mass Drivers as their primary weapons and Warp Travel as their main means of FTL travel. Naturally, they fly Reptilian ships.

Kingdom of Yondarim

The Yondarim are a very spiritual Empire that focuses heavily on pacifism. Pick this group if you want to stay huddled in your corner of the galaxy, and rule through technological might, not militaristic.

Government

The Yondarim have a Divine Mandate government. Each ruler they have can build a Tomb Monument Building. They also gain a +50% Slavery Tolerance and a -15% Resettlement Cost.

They start with the Pacifist trait which gives them +1 to Maximum Embassies. It also has a -25% Rivalry Influence Gain, -10% Army Damage and Population Modifiers that give +10% Food and -10% War Happiness. Their other trait is Fanatic Spiritualist which gives them a +10% Happiness.

Species

The Yondarim are an Avian species. They start with the Talented trait, giving them +1 to Leader Skill Levels. They have Solitary trait which gives -5% Happiness and lastly the Natural Physicists trait giving them +15% to Physics Output.

Technology

This group uses Lasers as their primary means of damage. They use Hyperspace Travel to get around the galaxy, and fly Avian ships.

Ix'Idar Star Collective

This Empire has a strong focus on growth and technology. Pick them if you want to build an empire that crushes all others with their technology.

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Government

The Ix'Idar use a Despotic Hegemony government. This allows each of their rulers to build an Elite Assault Army, as well as granting them +5% Research Speed and +10% Survey Speed.

They also begin with the Materialist trait, giving them +5% to all three types of Science Output. Their other trait is the Fanatic Collectivist which grants them +100% Slave Tolerance and -10% Food Consumption.

Species

The Ix'Idar Star Collective starts with the Rapid Breeders trait, giving them a -10% Growth Time. They also have the Communal Trait that grants them +5% Happiness but have the Repugnant trait which lowers Other Species Happiness -1%. Lastly they get the Strong trait, which gives them +20% Army Damage and +5% Minerals.

Technology

This Empire uses Mass Drivers as their primary weapon and utilize Hyperspace Travel to get around the galaxy. Being Anthropoids, they fly Anthropoid Ships.

Chinorr Stellar Union

This Empire is designed to be very wealthy. They produce a lot of research and minerals, which allows them to purchase more than most other Empires could.

Government

The Chinorr use a Science Directorate government. This type elects a new ruler every 50 years and grants a +1 to Research Alternatives and a +1 to Empire Leader Capacity.

They also begin with the Individualist Trait, granting them +10% Energy Credits but a -50% Slave Tolerance and +5% Ethics Divergence. Their other trait is the Fanatic Materialist which grants them +10% to Physics, Society and Engineering Output.

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Species

This species has three traits, the first being Industries which grants +15% Minerals. Their next trait is Repugnant, which lowers Other Species Happiness by -1%. The final trait is Natural Engineers which gives them +15% Engineering Output.

Technology

The Chinorr use Lasers as their primary weapon and utilize Hyperspace Travel to traverse the galaxy and they do so inside Molluscoid ships.

Jehetma Dominion

The Jehetma are a peaceful Empire that does not fair well in war. They will win games by building alliances and becoming allies with more powerful Empires.

Government

The Jehetma Dominion uses a Peaceful Bureaucracy. They hold an election every 50 years, and this government gives them a +1 to Leader Pool Size, a +1 to Empire Leader Capacity and last a -15% to Leader Recruitment Costs.

They also start with two traits, the first being Collectivist which grants +50% Slavery Tolerance and -5% Food Consumption. Their other trait is Fanatic Pacifist which gives +2 to Maximum Embassies, -50% Rivalry Influence Gain, -20% Army Damage and the Population Modifiers of +20% Food and -20% War Happiness.

Species

The Jehetma are Fungoids which start with the Slow Breeder trait, increasing Growth Time by +15%. They also have the Thrifty Trait that gives +15% Energy Credits and lastly they have the Communal trait giving them +5% Happiness.

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Technology

The Jehetma use Mass Drivers as their primary weapon, and utilize Wormhole Travel to move around the galaxy. They do all this inside Fungoid ships.

Scyldari Confederacy

This Empire is a peaceful one, which focuses on interacting with other Empires and making allies.

Government

The Scyldari use a Direct Democracy which grants them +2 to their Core Sector Planets and holds an election every 5 years.

They start with the Materialist Trait which gives +5% to Physics, Society and Engineering Output. They also have Xenophile which gives -10% to Xenophobia, and lastly they have the Pacifist trait giving them +1 to Maximum Embassies. It also has a -25% Rivalry Influence Gain, -10% Army Damage and Population Modifiers that give +10% Food and -10% War Happiness.

Species

This species begins with the Charismatic Trait which grants them +1% to Other Species Happiness, but they also have the Solitary Trait which gives them a -5% Happiness. Natural Engineers is their third trait, granting them +15% Engineering Output and lastly they have Quick Learners which gives them +25% to Leader Experience Gain.

Technology

The Scyldari use Mass Drivers as their primary weapon and fly through the galaxy on Mammalian ships, that are powered by Warp Travel engines.

Up Next: United Nations of Earth

PreviousTips for Building a Successful EmpireNextUnited Nations of Earth

Top Guide Sections

  • Starter Tips
  • Solitaire the game is a mobile app for the Klondike game
  • Tips for Building a Successful Empire
  • Empires

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Empires - Stellaris Guide - IGN (1)

Stellaris

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OverviewStarter TipsSolitaire the game is a mobile app for the Klondike gameTips for Building a Successful Empire

Empires - Stellaris Guide - IGN (2024)

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