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Empire interface
Stellaris' Interface, also called user interface (UI), or graphical user interface VERSION
(GUI), has a number of specific screens and visual elements. This article will focus
This article may contain outdated information that is inaccurate
on the pragmatic purpose and utility of the interface (as opposed to the stylistic for the current version of the game. It w as last updated for 1.4.
elements).
USER INTERFACE
Contents
Game setup
Stellaris Wiki 1 Government
Paradox Wikis 2 Diplomacy Main interface
Paradox Forums 2.1 Contacts Empire interface
Recent changes 2.2 Diplomacy Screen Planet interface
Random page
2.3 Trade Offers Ship interface
Tools 3 Log Views Controls
What links here 3.1 Situation Log
Related changes
Map
3.2 Victory Log
Special pages
4 Technology View
Printable version
Permanent link 5 Planets
Page information 6 Policies
7 Factions
8 Strategic resources
9 Species
10 Leaders
11 Traditions
12 Expansion planner
13 Ship designer View
14 Unit interface
14.1 Rally point

Government [edit]

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Government

The government screen presents information regarding the empire and its government. The player can find here:

The current ruler and their traits


The empire's ethics and civics. Note: Unlike civics, an ethics change requires major ethics shift within the populace first.
Authority type and next election date or next heir (if imperial)
Reform government - Change at any point the empire's authority type and civics for an influence cost (available options depend
on ethics and other criteria)
Any modifiers currently affecting the empire
Elections
Elections occur in Democratic, Oligarchic and Dictatorial authority type governments
Election cycle depend on authority type
During elections the player is presented with a list of candidates (faction leaders)
Candidates - Displays inforamtion about backing faction, leader level, traits, current position (if holds one), Agenda/Mandate (authority
type dependent) and election chance
The player may choose to interject and support a specific leader for an influence cost

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Budget Demographics

The budget tab keeps track of the empire's economy. The player The demographics tab keeps track of the empire's populace. The
can find here: player can find here:

A tally of the empire's income and expenses ( Energy Pie chart showcasing the species division within the empire
credits act as the game's currency) The dominant species as well as the traits among the empire's
Economic modifiers affecting the empire's expenses pops
Modifiers affecting the economic welfare of the empire Modifiers affecting the empire's pops
These modifiers involve mainly reduced upkeep for military or These modifiers consist mainly of improved productivity for
cost reduction for units and buildings pops

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Diplomacy [edit]

Contacts [edit]

In the Contacts screen we see a detailed list of all the various


Empires we have encountered. Their Opinions of us are visible at a
glance, and we can quickly and easily engage in Diplomacy. The
Species tab shows a list of all alien species we have encountered, as
well as their associated Traits.

Contacts view (tab 01 - Empires)

Diplomacy Screen [edit]

The Diplomacy screen is where we communicate with other


civilizations. Here we can Declare War, form Alliances and implement
Trade Deals with our neighbors, amongst other things. There is a
button on the Diplomacy screen that centers the screen view on that
empire's capital.

War Demands

When declaring war we also need to declare what the purpose of the
conflict is, to both our enemy and any allies. These War Goals
determine what kind of Demands we can press during peace
negotiations, ranging from the ceding of orbital stations to
vassalization. Presenting these goals gives the enemy an opportunity
to react appropriately - they might give up immediately, present a Diplomacy screen
counter-offer and truce, or defend their interests to the last man,
woman, fungal spore or half-sentient herbivore. Finding out is part of
the fun! To declare a War Goal, click and drag it from the list and drop it onto the player's Empire or any allied Empire.

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War Status

The War Status screen shows the current state of any ongoing galactic conflict that we are involved in. The Warscore bar is a general
representation of the two sides' military successes relative to each other, with a detailed breakdown of generated Warscore beneath.

War Negotiation

We may at any time use our accumulated Warscore to press demands for our various War Goals. Keep in mind that the enemy is unlikely
to accept any demands for War Goals where the Cost exceeds the Warscore we have accumulated. Additionally, a potential victor might
even show mercy by offering White Peace, while a likely loser may propose an unconditional Surrender to avoid spilling any more of the
multitude of vital bodily fluids organics need to operate efficiently.

Trade Offers [edit]

Please help improve this article or section by expanding


it.

Trade screen

Log Views [edit]

Situation Log [edit] Victory Log [edit]

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Planet view (tab 01 - Situation Log) Planet view (tab 02 - Victory Log)

The Situation Log displays a list of all currently available Special The Victory screen lists Victory conditions that we can strive to fulfill,
Projects and various other points of interest. New items will likely to ensure that the legacy of our star nation will endure for as long
appear as we begin exploring the galaxy. as there is intelligent life in the galaxy.

Technology View [edit]

The Technology screen is where we will be directing our research

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The Technology screen is where we will be directing our research
efforts. Technologies are categorized into three different fields, with
each field typically having three available research options. We can
research technologies without assigning a Scientist to the relevant
field, but this will take significantly longer and is generally not
recommended!

Technology view

Planets [edit]

The Empire screen lists the Planets of our empire, with Leaders and
the different Factions in separate tabs. It also lets us create and
manage Sectors.

Sector Management

In Sector Management Mode, planets are added to new or existing


Sectors on a per-system basis. Sectors automate the construction of
planetary buildings, greatly reducing the need for micromanagement.

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Empire view (tab 01 - Planets)

Policies [edit]

The Policies tab covers government Policies as well as empire-wide


Edicts, practices that can be enforced by spending some of our
Influence. There are often a few possible stances to take for any
given Policy, though we may be limited by technology as well as our
Ethos.

Government view (tab 03 - Policies)

Factions [edit]

The Factions tab provides an overview of the populace's political

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The Factions tab provides an overview of the populace's political
groupings, and allows us to hear their Demands and interact with
them.

Empire view (tab 03 - Factions)

Strategic resources [edit]

The Strategic Resources screen catalogs the empire's available


Strategic Resources and their effects. Many Strategic Resources
require specific Technologies to be researched before they are
revealed on the map.

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Strategic resources

Species [edit]

The Species tab lists all types of nominally intelligent beings we have encountered, allowing us to Modify or Uplift them if we have the
means and opportunity.

Genetic Modification

We can genetically engineer this species, modifying their Traits.

Uplift

We can modify the Traits of these intelligent animals and Uplift them
to become fully sapient and productive citizens of our empire.

Contacts view (tab 02 - Species)

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Genetic Modification

Leaders [edit]

The Leaders tab lets us hire, dismiss and assign idle Governors, Scientists, Admirals and Generals.

Empire view (tab 02 - Leaders)

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Traditions [edit]

The Traditions tab will allow you to go use your earned unity points to gain traditions which give your empire various stat increases
and eventually leading up to Ascension Perks which will give your empire great benefits and improvements.

The Traditions tab

Expansion planner [edit]

Expansion planner should be here.

Expansion planner

Ship designer View [edit]

Main article: Ship Designer

All the Ships in use within our empire are designed here. New Hull Sizes and Components will be unlocked as we research new
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technologies.

UI ship designer should be here

Unit interface [edit]

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Military Ships

Military ships are used to protect our emerging empire from threats... or to expand our glorious rule through force of arms, if we so wish.
Our Navy Size is limited by technology and the skill of its commanding Admiral. No Admiral has been assigned to our starting fleet, so if we
have the Influence points to spare we may wish to recruit one.

Science Ships

This is our Science Ship, which is used to Survey astronomical objects such as planets in a star system. A planet needs to be surveyed in
order to make its Resources visible. To put it to work, simply right-click on a not-yet-surveyed planetary body and select Survey System.
The ship will then travel between all objects in the system and survey them each in turn. Surveying other planets may also uncover ones
that are Habitable and ripe for future colonization.

Construction Ships

This is our construction ship, which is used to construct space stations. When an astronomical object such as a planet has been
surveyed, we can order this ship to build a research station or a mining station to exploit any resources it may have. Different types of
stations, such as military stations that can be built anywhere inside a system, will become available as our technological capability
increases.

Transport Ships

When Armies are ordered into space, they automatically embark on these Transport ships which appear in orbit. Make sure to protect
them, since they are quite defenseless! Escorts can be directed to follow a Transport fleet by right-clicking on it. Passive posture
encourages the escorts to stay close to the transports they are following, but engage nearby enemy. Since 1.3, Transport ships that are
beng escorted by warships will not be targeted by hostiles.

Ship details

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Military Stations

Military Stations are static defenses that can be used to protect


important planets or strategic avenues of approach, but can only be
built within our borders or territories we have special access to. Take
care not to build too many - like ships, their maintenance costs will be
a drain on our economy.

Research Stations

A Research Station built in orbit of a planetary body will gather its


Physics, Engineering and Society research data. They can only be
built within our borders, and they are not needed if the planet has
already been colonized.

Mining Stations

Mining Stations are used to extract the Minerals and Strategic


Resources of the object they orbit. These resources can then be
used by Pops and Orbital Refineries. Mining Stations are not needed
to access the resources of colonized planets, and can only be built
ship detail UI
within our borders.

Wormhole Station

Wormhole stations are built on the outer rim of a system, molding minute tears in space-time into two-way portals to other stars.
Ingenious.

Observation Post

Observation Posts house teams of scientists conducting research and remotely observing Primitive species on the planets they orbit.

Enclaves

Artist, Curator or Trader enclaves.

Unknowns

These are unidentified spacefaring entities. We can learn more about them and perhaps even initiate first contact by completing the
appropriate Special Project.

Frontier Outpost

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The frontiers of our Empire are by no means final. Frontier Outposts act as beacons projecting our influence into the void. By building
them outside our domain, we expand and demarcate our borders to claim systems for mining and research purposes.

Rally point [edit]

A rally point is the location where newly created fleets converge. The 'Create Rally Point Icon' is located at the top right of both the Fleet
and Planet screens. The icon appears as four arrows pointing to a central flag. By default, your home planet is a Rally Point.

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