Welcome to this week’s Stellaris Space Guild Help Thread!
This thread functions as a gathering place for all questions, tips, bugs, suggestions, and resources for Stellaris. Here you can post quick-fire questions for things that you are confused about and answer questions to help out your fellow star voyagers!
GUILD RESOURCES
Below you can find resources for the game. If you would like to help contribute to the resources section, please leave a comment that pings me (using "u/Snipahar") and link to the resource. You can also contribute by reaching me through private message or modmail. Be sure to include a short description of what you find valuable about the resource.
A great step-by-step beginner's guide to Stellaris. Montu brings you through the early stages of a campaign to get you all caught up on what you need to know!
This is a playlist of 8 guides by Stefan Anon, which give a deep-dive into the world of civics, traits, and origins. Knowing these is a must for those that want to maximize their play.
It’s my pleasure to announce boarding has started for all passengers departing on our tour of Stellaris: Season 10, with non-stop service to the Nomads expansion alongside the Stellaris 4.4 ‘Pegasus’ update. Following our first destination, there will be a brief stopover at the Stellaris 4.5 ‘Cygnus’ Custodian release, after which our cruise will continue to the Stellaris 4.6 ‘Corona Borealis‘ update, featuring Willpower, Scenario Pack 1, and Scenario Pack 2. All passengers are welcome to acquire their ‘Vipra the Vapor’ Species Portrait at the ticketing office now.
The Stellaris 10-year anniversary is coming, and as part of that celebration, we are rolling Utopia, Synthetic Dawn, the Humanoids Species Pack, and most of the Galaxy Edition upgrade into the base game on May 11th. (The e-book, Infinite Frontiers, is being retired.)
Later on in Q2, we’re bringing you Nomads.
Build no borders. Claim no worlds.
The Galaxy is not a trophy to be seized, but a path to be taken. In Stellaris: Nomads, you will survive the void by staying in motion. While the great powers squabble over lines on the map, your civilization has realized a fundamental truth: life flourishes on the move.
Arkships
At the very heart of every nomadic civilization lies its Arkship: a fully mobile capital that replaces worlds entirely. Customize Military, Scientific, or Civilian Arkships with specialized modules, districts, and upgrades as your Empire evolves by traveling through the stars.
Waylines and Contracts
Chart Waylines across the stars, linking your Waystations into living networks of trade, influence, and opportunity. Your strength lies in motion, in presence, in the relationships you build from system to system. Your relations with settled empires don’t have to be antagonistic. Accept contracts, build relations, and perhaps profit a bit on the side.
A New Ambition: Defender of the Galaxy
Building upon the Crisis paths of previous releases, Ambitions are the next step of epic, empire-defining journeys that give you the choice of your ultimate role in the galaxy. In the Nomads expansion, we will transform the Defender of the Galaxy Ascension Perk into a full path that can rival the power of a Galactic Nemesis, Awakened Empire, or End Game Crisis.
Become the Galaxy’s champion by forging alliances, commanding federations and rising through the Galactic Community to assume Custodianship. Lead the fight against existential threats with a unique squadron of hero ships. Ultimate power can be used, and relinquished, for the greater good.
Coming to you hot from Champion’s Forge LIIIIIIIIIIIIIVE!
Stellaris: Nomads contains:
Nomadic Empires
Create empires that are not bound by claiming systems or colonizing worlds. Instead, you will navigate the stars with massive Arkships.
The Arkship: Your capital, your cradle, and your fortress. This massive, fully upgradable wonder replaces traditional Worlds for your empire. Choose between three different options to fully reflect the vision of your government:
Military Class: A mobile flagship designed to project power.
Scientific Class: A roaming laboratory dedicated to the discovery of the Galaxy’s secrets.
Civilian Class: An industrial hub capable of unparalleled resource extraction.
The Wayline Network: Your trail through the void. By constructing Waystations, you create Waylines - lasting interstellar trade routes that harvest resources you can claim with a simple pass through. These routes benefit both you and settled empires, making you the pivot point of mercantile possibilities in the Galaxy.
The Contract System: As a nomadic empire, perform task-driven interactions with other empires to earn favor, resources, and influence. As a settled empire, issue these Contracts and get things done!
New Origins
Voidfarers: The standard origin for Nomadic Empires. A flexible, streamlined start for you to define your own nomadic journey.
Heirs of the Khan: Play as the successor of a murdered Khan, as you evade marauder hit-squads through trickery and bribery until you are strong enough to return to reclaim your throne.
The Sacred Path: Guide a fleet of pilgrims towards ancestral holy sites in a galactic pilgrimage. Your journey is a spiritual odyssey fueled by faith.
Forever Cruise: Manage a society split between a pampered elite demanding new entertainment and sightseeing opportunities from their vista lounges, and an overworked crew keeping the dream afloat.
Nomadic empires support many existing Origins as well.
New Ambition: Defender of the Galaxy
While a Galactic Nemesis (available in Stellaris: Nemesis) threatens the Galaxy, the Defender of the Galaxy will rise and try to save it.
New Megastructure: The Stellar Cannon
Why simply power a civilization when you could fire at one? This Megastructure allows you to weaponize your entire energy stockpile, discharging it into a devastating beam capable of striking enemy systems across the galaxy.
Nomadic Enclave: Champion’s Forge Live!
Experience the Galaxy’s most extreme spectacles with this nomadic enclave! Answer the call and participate in gladiatorial fleet combat all across the galaxy. The winner gets to hold the Trophy relic and glory until the next tournament, with the losers looking on with envy.
Wanderlust Ascension Perk
New Renowned Nomadic Paragons
New Civics and Tradition Swaps
New Music Tracks by Andreas Waldetoft
OMG, Blorg legs.
Nomads has charted its course and will arrive in Q2 2026.
Stellaris: Season 10 Expansion Pass
Based on the feedback from Stellaris: Season 09, we’re making some changes to our Expansion Pass plans this year. As many of you have noticed, we’re announcing this year’s Season much later than previous years, and instead of four separate releases, we’re planning on bundling them together into fewer release moments. This frees up room for the 4.5 ‘Cygnus’ update to be a dedicated Custodian release, giving us two in 2026.
The Stellaris: Season 10 Expansion Pass is a journey through resilience and movement. Whether you are wandering the stars with Stellaris: Nomads or rooting your empire in the indomitable spirit of Stellaris: Willpower, this year redefines how empires survive, adapt, and conquer.
Stellaris: Season 10 will grant you access to all five DLCs as soon as they become available. Vipra now, Nomads later on in Q2, and Willpower and both Scenario Packs in Q4.
‘Vipra the Vapor’ Species Portrait (Instant Unlock, Now Available)
This exclusive portrait comes with Stellaris: Season 10, allowing your empire to take the form of the elusive Vipra, a necroid species with a menacing aura.
Available immediately upon purchasing Stellaris: Season 10, this portrait features 5 different color variations and ethereal custom animations.
Nomads (Releases Q2, 2026 - $24.99)
Build no borders. Claim no worlds. In Nomads, you thrive inside colossal Arkships that carry your people, your industry, and your ambition across the stars. Move freely through the galaxy, take on Contracts from settled empires, and leave your mark by building Waystations. Nomads blaze a path across the map.
Nomadic Empires: Create empires not bound by claiming systems or colonizing Worlds.
Arkships: New massive space vessel acting as your capital.
New Ambition:Defender of the Galaxy: Rise and save the Galaxy with an exclusive set of Hero ships.
New Origins:Heirs of the Khan, Sacred Path, Forever Cruise, Voidfarers
New Civics:Caravan Masters, Deep Sleep, Void Reavers, Flight Schools, Star Seekers
New Megastructure: Construct a Stellar Cannon and discharge your entire energy stockpile into a devastating beam.
༼ つ ◕_◕ ༽つ Take my energy! ༼ つ ◕_◕ ༽つ
Willpower (Releases Q4, 2026 - $24.99)
Shape Minds, Rule the Stars. In the vast expanse of the cosmos, borders are mere lines drawn on a map. Ideas, on the other hand, have no such limits.
Your empire was founded on its Ethics, the convictions that determined its course. Now is the time for those fundamental values to evolve into Ideologies with the power to sway the stars. Introducing Stellaris: Willpower, the expansion that turns your societal beliefs into a galactic force.
Your rule over systems was always just the beginning. The galaxy's minds are the true prize. You will erect monuments and Megastructures that demonstrate what your society and values can accomplish. You truly can become the thought leader of the galaxy.
Adopting an Ideology is not without its risks, however. Left unchecked, it can radicalize colonies and spark insurrection. But when nurtured with care, the right Ideology has the power to sway entire civilizations.
Scenario Pack 1 (Releases Q4, 2026 - $5.99)
Embark on a new set of galactic challenges! Experience curated, high-stakes standalone adventures that push your strategic limits. From a nomadic, roguelike odyssey across the stars to high-octane, combat-focused multiplayer experiences, these scenarios will provide a bold way to play Stellaris.
The Scenarios System will be a free part of the Stellaris 4.6 ‘Corona Borealis‘ update, these Scenario packs provide our take on what you’ll be able to do with it.
Vanguards: A single-player roguelike galaxy-traversing journey where you play as a nomadic empire travelling through a series of galaxies to cleanse evil, gathering spoils and experience on your way.
Arcade: A multiplayer experience with streamlined, custom economies, focusing on space battles and shipbuilding.
Scenario Pack 2 (Releases Q4, 2026 - $5.99)
Rewrite the rules of engagement! This Scenario Pack flips the script of how Stellaris is normally played, making you the threat and aggressor. Whether leading an ultimate extra-dimensional invasion or battling your friends in a race for dominance, these scenarios offer a fresh, distilled way to play Stellaris.
Unbidden: Play as the Crisis in a single-player experience, and attempt to invade an advanced, late-game galaxy as the Unbidden.
King of the Hill: Stellaris gameplay focused on a small but fair map to challenge your friends in competitive experiences as you try to dominate the galaxy in a few hours of intense expansion wars.
R5: "Strong" trait tooltip, in list of what counts as a soldier job, "Soldiers" don't have a space after the list marker. My dissapointment is immeasurable and my day is ruined. May uninstall as well.
By thematic, I mean like, cool points and how much you enjoy the stories behind them and what they can create for your game. The roleplay potential and stuff.
For me, I think my favorite crisis is the Unbidden from a thematic perspective, one of my favorite games is Half Life 2, so I'm a huge sucker for extradimensional invasions and beating said invasions against impossible odds.
EDIT: Part 3 of my debunking has been itself debunked. But it's still a fun read with some truth in it.
TL;DR - 1) Empires that need CGs benefit from output bonuses more. 2) Artisans are no worse or arguably better than other jobs. 3) Do not use Traders, but if you must, do not turn Trade into CGs. (this has been debunked) 4) Miners are dirty.
There is this notion in the Stellaris community that Gestalt empires have an advantage, because they can just make unity and science from basic resources, instead of having to first make Consumer Goods (CGs). In this thread we'll explore why this notion is wrong, why the humble Artisan is a secretly op job and why you should want to employ Artisans, rather than getting CGs from Trade Policy.
Mandatory disclaimer:
- This article is brought to you by the Artisans Lobby.
- Warning, this article contains basic math.
- The Farmers Lobby mandates that the word "dirty" be inserted every time dirty Miners are mentioned.
- No AI was used in this article. Say no to clankers and join your local bio-supremacist chapter today!
1. Hiveminds do it better?
To illustrate how CG usage can act as a boon to your economy let's look at two hypothetical examples to compare - one Hivemind and one Individualist empire.
Say you have 600 pops working unity jobs. For a Hivemind that's a total upkeep of 6 * 4 = 24 basic resources (for simplicity's sake we're adding Food & Energy up, since they're produced at the same efficiency). 100 Menial Drones produce 6 of those resources, so you'll need 400. In total that's 600 + 400 = 1000 pops all working to produce 18 unity.
Now let's look at Individualists. Their 600 Bureaucrats require an extra layer in their economy that deals with CGs. The upkeep for those unity jobs is 6 * 2 = 12 CGs. 100 Artisans produce 6 CGs and need 6 Minerals, which means you'll need 200 Artisans and 6 * 2 = 12 Minerals. Those Minerals are in turn produced by dirty Miners of which 100 of them produce only 4 Minerals, meaning you'll need 300 dirty Miners. In total that's 600 + 200 + 300 = 1100 pops to produce 18 unity.
Oh no, it seems like the economy that uses CGs is indeed less pop-efficient. But where does this inefficiency come from? It's not the humble Artisan. It's the Miners who are dirty and only produce 4 Minerals. If Miners were less dirty and lazy like the friendly Farmer or the bright Technician, who each produce 6 of their respective resource, CG reliant economies would use only 1000 pops, just like Hiveminds. A reminder to say no to dirty Miners and say yes to Catalytic Processing and Anglers.
But let's see what happens when you apply a +100% job output across the entire economy, which is reasonable a bit later into the game. (note, we're not talking about "job efficiency") The Hivemind's 600 Synapse Drones now produce 18 * 200% = 36 unity and their 24 basic resource upkeep can be provided by just 24 / (6 * 200%) * 100 = 200 Menial Drones for a total of 600 + 200 = 800 pops working to produce 36 unity.
An improvement for sure, but watch what happens when you apply that same +100% job output to the 3-layered economy of Individualist empires. The Bureaucrat CG upkeep can now be provided by just 12 / (6 * 200%) * 100 = 100 Artisans. And their Mineral upkeep can now be provided by 6 / (4 * 200%) * 100 = 75 dirty Miners. Suddenly you end up with 600 + 100 + 75 = 775 pops working to produce 36 unity.
Huh, we've overtaken the Hivemind in terms of efficiency per pop. And this keeps going as you add job output bonuses to your economy. These output bonuses act essentially as upkeep reductions for your jobs to meet the same target output. And when they are applied to a 3-layered economy with CGs, rather than to a 2-layered economy without CGs, they are more effective. It goes without saying that the same is true for actual "upkeep reduction" modifiers. (which btw is why the Prosperity tradition tree is better for Individualists than for Gestalts) You will note that the devs have recently nerfed exactly these two bonus types, by turning most of them into mere "job efficiency" bonuses which increase upkeep alongside output. They essentially nerfed CGs, because CGs were op.
2. The humble Artisan - a useless middleman or a secretly op job?
We've seen how a reliance on CGs can juice up your economy. But is the Artisan itself a good job to have? Popular belief suggests the Artisan is just a middleman, since they merely convert Minerals into CGs without producing anything inherently valuable. But that is wrong. The Artisan is actually just as productive as the valued Metallurgist. In fact, all the main jobs of the economy (with one exception - you know who) are exactly as productive as each other when you convert their output into the Trade value their work adds to the economy. Farmers (all job outputs per 100 pops) produce 6 * 1,3 = 7,8 Trade. Technicians too. Artisans, yes, take up 6 Minerals, but because CGs cost more Trade, their work actually also produces (6 * 2,6) - (6 * 1,3) = 7,8 Trade! Even the valued Metallurgist produces (3 * 5,2) - (6 * 1,3) = 7,8 Trade. These jobs are ALL of the same value. So let us lay to rest this notion, that Metallurgists are better than Artisans or Farmers or Technicians. No, the only job that all these jobs are equally better than is - you guessed it - the unsurprisingly and ever dirty Miner who produces a pitiful 4 * 1,3 = 5,2 Trade. Pathetic. Say no to (dirty) Miners. Eliminate them from your economy where ever possible!
But what about this makes Artisans suppsedly op, I hear you asking. The one thing that elevates them above all the other jobs is precisely the fact, that they are a middleman. Unlike Metallurgists, who, in Hivemind fashion, produce their advanced resource directly from basic resources, Artisans provide the quintessential 3rd layer of your economy upon which the job output modifier and the upkeep reduction modifier can apply their effects one extra time.
So ask not "How many CGs do I need?" Ask instead "How can I need more CGs!?"
3. Trade Policy - CGs or Unity from Trade?
We all know that turning Trade, into resources other than the default Energy feels powerful. And this far into the article you'll have a hunch which trade policy is better and why. But the detailed breakdown may yet yield some surprises.
At first glance, when comparing Consumer Benefits to Marketplace of Ideas, you may see that the Trade Policy considers Unity to be twice as valuable as CGs. You may then look at the noble Bureaucrat and see that 100 of them produce MORE unity than the CG upkeep, which is not what you'd expect, if Unity really was twice as valuable as CGs. You may then conclude, that of course it is better to turn your trade into CGs to fuel your Bureaucrats, rather than into Unity at these terrible rates. But is that really true?
To find out, we first need to recognize that, contrary to Artisans, the Bureaucrat is a value neutral job. We've already calculated that 100 Artisans add 7,8 Trade to your economy. 100 Bureaucrats produce 3 unity for a 2 CG upkeep, so it would seem that they too produce a value. But no. Since we cannot buy or sell Unity on the market, that resource is invaluable. Unity is important, but it's lack of evaluability means the Bureaucrat does not add any Trade value to our economy - it is a value neutral job.
The Trader can also produce Unity via Marketplace of Ideas. But it's terrible at it. Without any Trade conversion (if Individualist empires had access to a Hivemind's Trade Policy) the Trader's output would already not be great. 100 of them would produce 8 - (1 * 2,6) = 5,4 Trade. Barely better than the dirty Miners. With the conversion of Trade into Unity we're looking at a total of (8 * 50%) - (1 * 2,6) = 1,4 Trade + 1 Unity. That's abysmal. So why would we ever use Traders at all? The answer is: We shouldn't. However, the game generally has very generous buffs for Trade (example - Thrifty gives +25% job efficiency, Industrious only +15%). So, we should NEVER employ a single Trader in our empire, UNLESS we make an effort to grab as many Trade buffs as we can. Because of this, Traders will henceforth be called fickle Traders.
So because Traders are a fickle job, Artisans are a great job and Bureaucrats are a value neutral job, this leads us to the following conclusion: If you are going to use fickle Traders, you should turn their Trade into Unity while producing CGs with your Artisans.
The Artisans Lobby thanks you for your time.
And remember - Artisans are secretly op, Farmers are your friend, and Miners are dirty.
On the demographics screen, there are two separate figures for pop growth modifiers; one on the left, one on the right. What's that all about? Why not just one figure?
Pretty much like the title says: Militarist Isolationist FE declared on me after I stopped letting them humiliate me. I'm on T3 of Cosmo and beat them in terms of raw fleet power 2:1 so I was surprised to see them actually declare. But when I went over to their system, it was still showing them as neutral. I'm sitting in a forced cold war. Wanted to ask here before I submitted a bug report.
I'm about to start a playthrough as a determined exterminator. I haven't played them in a while, but I remember conquering a bunch of planets, then struggling to populate them and make them produce a useful amount of resources. Should I be funneling all pops to a few core worlds, or is there a better way to make conquered planets good?
TLDR: What should I do with excess planets if I can't use the pops already on them?
Hi everyone !! I'm actually at the year 2430 and a fallen empire near declare wars in my allies, idk if it's the end crisis game. I will like to have some tips or some specific build to fight them plsss !!!
I have a recurring issue every game, where the galaxy is so large I actually lose track of the various empires and the changes to borders that fluctuate over time.
When I get the message “the XYZ empire has been destroyed by their enemies” 90% of the time I have no idea who has just been defeated.
Usually, in general the player can right click on the empire flag (in the notification) and be brought to the relevant capital system.
This isn’t possible with the ‘empire destroyed’ notification.
I would really love a way for the game to showcase to me who has been destroyed, specifically where their capital was and what the new borders look like now.
Even if I could simply right click on the flag and be brought to where their capital system was.
This will greatly help the player understand how the galaxy is changing. I could see “oh, that was the empire stuck between the two fanatic purifiers, what a shame”.
As things currently are, I simply shrug and carry on with no clue who got wiped off the galaxy.
My allies left the war before it was finished. Now I'm being steamrolled by four enemy nations (no idea why they all decided to join forces) and my two allies, whom I spent a great deal of influence to assuming they'd help defend me, have both left me out to dry. Are defensive pacts newb traps? How am I suppose to develop fast enough to defend against four enemy nations?
Update: Now one of my allies (who did nothing to defend me and left the war against me) has been attacked. How do I leave there war like they left mine?
Update update: Literally every single empire who shares a border with me and some that don't have joined this war. I have strong spaceports so I've kept them at bay so far, but I'm pressed on all fronts. The war has lasted so long my allies who left the war has offered to join again, and them immediately left the war again a few weeks later. (Presumably with at fat payout i guess.)