Stellaris

Stellaris

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Star Trek: New Horizons Mod Guide
By Richard
Covering factions, ships, techs, economy, and events in the ST: New Horizons mod. (Work in Progress)
   
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New Game Tips
  • Improve your science ships by punting Additional Multi-Purpose Labs to get +2% Anomaly Discovery Chance and +4% Survey Speed
    Also your science ship staring design comes with Armor Plating and Additional Bulkheads remove them to reduce cost.
  • Spend excess food with the planetary decision Encourage Population Growth for +25% Pop Growth

When starting a new game Q will offer these Game mode options.
  • Challenge Mode
    Effect:
  • Tech Slow down Mode
    Effect: -20% Tech Research Speed modifier for all empires.
  • Cannon Wars Mode
    Effect:
  • AI UFP Formation Mode
    Effect:
Economy
New Resources
Trained Officers
Used by ship crews
Dilithium
Produced by Dilithium Mines requires Dilithium deposits.
Used by Warp Engeines
Latinum
Used by Traders to buy resources depending on planet decisions.
Water-Ice
Used by Cities
Brizeen Nitrate
Produced by Fertilizer Collector requires black soil on planet.
Used by Agriculture Districts (Hunting Districts for Klingon)
Deuterium
Used by Industrial and Commercial Districts
Luxuries
Most Major Empires star with a +10 Luxuries source on their Capital planet e.g. Bloodwine on Qo'noS
Produced by Jevonite Artisan requires Jevonite source on planet
Used by Education and Administrative Districts
Cordrazine
Produced by Pharma Factory requires a Medicinal Herbs on planet.
Used by Hospitals
Duranium Plates
Used by Starbases, and Mega structures
Tallonian Crystal
Used by Beam Weapon Ship Components
Kemocite
Used by Ship Components
Topaline
Used by Ship Components
Magnesite
Used by Ship Components
Omega Molecules
Used by Borg Omega Facilitates
Time Crystal
Used by Temporal Ship Components and Armies
Trellium-D
Produced by Trellium Mines requires Impure Trellium deposits
Used by Ship Armor Components
Pergium
Used by Ship Reactors and Powerplants
Ketracel-White
Produced by Ketracel-White Refiners requires Sodium Sentiment deposits.
Used by the Dominion for Jem'Hadar Pop

Districts
City requires Water-Ice
+5 Housing
+1 Building slot
Agriculture Districts requires Brizeen Nitrate. (Klingon get Hunting Districts instead)
+5% Farmers Output
+2% Habitability
Industrial Districts requires Deuterium
+5% Miners Output
+% Metallurgists Output (Must Research Tech)
+% Artisans Output (Must Research Tech)
+% Dilithium Miners Output (Must Research Tech)
Commercial Districts requires Deuterium
+5% Technicians Output
+% Immigration Pull
Education Districts requires Luxuries
+4% Researcher Output
-3% Researcher Upkeep
+5% Trained Officers
Administrative Districts requires Luxuries
+5%Unity from jobs
+% Governing Ethics Attraction (Must Research Tech)

New Buildings
Administration Center

Regional Academy
Replacement for the base game research labs providing student jobs that produce research.
Limited to 2 per planet.

Trading Center
Spend your Latinum to get resources
2 Trader Jobs requires 2 Latinum Switch the resources they produce by planet decisions.

Fertilizer Collector
Planet must have Black Soil
Produces 20 Brizeen Nitrate and 1 farmer job
Geothermal Power Station
Planet must have a Thermal Vet
Naval Supply Depot
Planet must have a Strategic location

Plant Specialization



Planet Classes
Class D
Uninhabitable planetoid, moon, or small planet with little to no atmosphere

Class H
Generally uninhabitable for Humans

Class J
Gas giant

Class K
Adaptable for Humans by use of artificial biospheres.

Class L
Marginally habitable, with vegetation but no animal life.

Class M
Earth-like, with atmospheres containing oxygen
  • Class M-H Torrid
  • Class M-O Temperate
  • Class M-P Polar
Class N

Class R

Class T

Class Y
Unique Traditions
United Earth
Section 31
Adoption Effect
Enables access to advance espionage options.
Section 31 Bureau
+1 Encryption
Division Security
+1 Codebreaking
+2 Operation Skill
Non Disclosure
+1.2 Hostile Operation Difficulty
+20% Hostile Operation Infiltration Requirement
Work Within the Shadows
+20% Infiltration Speed
Infiltration Agents
+5 Max Intel
Unlocks Nimrod-class Escort
Finisher Effect

Federation
Adoption Effect
Can construct Embassy Complex
If the United federation allows construction of starships with interspices crew.
Federation Bureau of Industrialization
-5% Pop Amenities Usage
-5% Building Cost
Allows Special Members World Research Program
Federation Merchant Association
Can set Focus of Federation Member Worlds
Starfleet Medical
-10 Crime
+5 Stability
Cultural Exchange
-75% Cost to bring new Members into the Federation
Embassy Protocol
+5 Admin Capacity from Ambassadors
Finisher Effect

Ships of the Line
Adoption Effect
Unlock new ships at Jupiter Station
Getting from here to there
Unlocks ENT Frigate and NX-Beta Attack WIng
The Age of Discovery
Unlocks Edison, Shran, and Ranger Refit
The Original Voyages
Unlocks Proxima and Loknar Classes
Big Screen Adventures
Unlocks Proxima and Loknar refits, Spokane-Class
The Next Generation and Beyond
Unlocks Typhon Carrier, Century-Class Explore, and Achilles Class Artillery Cruiser
Finisher Effect
Unlocks Ascension Perk FP Ships of the Line and Dauntless NX-01A Class

Klingon
Honor
Adoption Effect
-10% Pop food Upkeep
Thirst for Battle
+25 Fleet Command limit
War Trophies
-5% Market Fess
Houses Politics
+10 Stability
Banner of War
+10% Ship Build Speed
-5% Ship Upkeep
Honorable Victory
+5% Happiness
+5 Admin Capacity from Councilors
Finisher Effect
+1 Influence

Glory
Adoption Effect
-10% Pop food Upkeep
A Cold Dish
+1 Leader Level Cap
Own the Day
+35% Survey Speed
A Good Day to Die
+20% Army Morale
A Sharp Knife
+50% Science Ship disengagement Chance
Great Men Do Not Seek Power
+33% Leader Experience
Finisher Effect
+1 Influence

The Great Houses of Qo'noS
Adoption Effect
+10% Leader Experience
United Houses
Klingon Houses no longer loss loyalty when a new house is formed.
Soldier of the Empire
All loyal Klingon Houses get a opinion boost with the Empire when the Empire is at wra.
Nobel Descent
Empire cam promote Noble Houses into Great Houses
Noble Bloodline
+25 Klingon House loyalty to the Empire
Glory to you and your House
Boost Klingon House opinion of the Empire for each victory.
Finisher Effect
Can spend Unity to increase relations with Klingon Houses

Romulan
Tal Shiar
Adoption Effect
+1 Codebreaking
+1 Envoy
Tal Shiar Operations
+1 Encryption
Operation Security
+1.2 Hostile Operation Difficulty
+20% Hostile Operation Infiltration Required
Ruthlessness
-85% Hostile Intel Gain
+2 Operation Speed
Shadow Agents
+5 Max Intel
Infiltration
+25% Infiltration Speed
Finisher Effect


Cunning
Adoption Effect
+1 Governor Level Cap
Embracing Emotion
+25% Ship Build Speed
-10% Ship Build Cost
Watchers of the Shadows
+2 Rivalries
Auxilia
-10 Crime
-5% Ship Upkeep
Imperial Bureaucracy
+5% Unity
+5 Admin Capacity
Legacy of Romuluas
+100% Vassal Naval Contribution
Finisher Effect
+35% Tech Sharing

Cardassian
Obsidian Order
Adoption Effect

Nothing is Impossible
+1 Encryption
Constant Surveillance
+1.2 Hostile Operation Difficulty
+.2 Hostile Operation Cost
Operational Security
+.85 Intel Speed
Inquisition
+5 Intel
Fear the Order
+.25 Spy Network Speed
Finisher Effect

Order
Adoption Effect
+33% Leader Experience gain
+20% Anomaly Research Speed
Cardassia Forever
+1 Leader Level Cap
Dagger of Maqatat
+20% Army Morale
Cardassian Science Ministry
+1 Research Alternative
Cardassian Institute of Higher Education
+35% Survey Speed
Repetitive Epic Movement
+5% Unity
Finisher Effect
+20% Governing Ethic Attraction

Dominion
Victory
Adoption Effect
-20% Claim Cost
Solid Distrust
Unlock Asteroid Prison Megasturcture
-50% Pop Demotion Time
Victory is Life
Jem'Hadar enhancemet
Grand Fleet Edict
Arms Race Edict
Founders Will
-33% Subject Power Penalty
Changelings can now replace foreign Governors and Scientist
+5 Admin Capacity from Great Link Jobs
An Enduring Dominion
Changelings can now replace foreign Rulers and are harder to detect.
Can demeaned more from Doimnion World Members
Weak Eyes, Good Ears
Vorta enhancemet
-25% Diplomatic Influence Cost for Edicts
Finisher Effect
Unlocks War Doctrine Policies

The Link
Adoption Effect
Boost income, Trade, and Naval Capacity based on number of Doimnion Member Worlds
Obedience is Life
+100% Vassal Navel Contribution
Reverence is Life
+25% Vorta and Jem'Hadar Clone Speed
Dedication is Life
+100% more output from Vorta and Jem'Hadar
+10% output from slaves
Tribute is life
Every few years a Doimnion Member World pays tribute to the Founders.
Knowledge is Life
+1 Vorta and Jem'Hadar Gene Modification
+10% Research Speed
+10% Drone Maturation
Finisher Effect
Unique bonus for each new Member World

Undine
Dominance
Adoption Effect
-25% Deviance
-15% Hostile Intel Gain
A Single Voice
+10% Slave Output
Faith in the Fluid
-10% Slave Upkeep
Supreme Biology
+25% Pop Growth
Dominating Force
-100% Undesirable and Slave Political Power
Perfecting the Perfect
+2 Gene Modification Points
Finisher Effect

Revelations
Adoption Effect
-15% Researcher Upkeep
Advancement through the Biotic
+5% Society Research
Push the Boundaries
+2 Scientist Level Cap
Breaking the Mold
+5% Engineering Research
Superior Minds
+5% Physics Research
Led by Greatness
+33% Leader Experience
-25% Leader Cost
Finisher Effect
+10% Research Speed

Undine Supremacy
Adoption Effect
-10% Ship Upkeep
+10% Naval Capacity
The Speed of the strong
+10% Ship Speed
+25% Fleet Command Limit
Supreme Leaders
+2 Admiral Level Cap
The Undine almighty
+5 Starbase Capacity
-50% Empire Size
+10% Unity
Bio Processing
+15% Damage to Regular Empires
The Weak Shall Parrish
+10% Home Territory Fire Rate
Finisher Effect
+5% Shield and Armor Penetration
Immune to Jump Drive Event

Bajor
Prophecy
Adoption Effect
+20% Anomaly Research Speed
Voice of the Prophets
+1 Leader Level Cap
Seeking the Celestial Temple
+35% Survey Speed
A Wisdom Comes With Age
+1 Scientist Level Cap
Celestial Guidance
+15% Survey Speed
+5% Anomaly Discovery Chance
Emissary of the Prophets
+33% Leader Experience
Finisher Effect
+20% Governing Ethic Attraction
Borg Tradtions
Adaption
Adoption Effect:
+10% Combat Disengagement Chance
Redundant Adaption Algorithm
+10% Adaption Chance
Threat Exploitation Matrix
+15% Adaption Duration
Folded-Subspace Field Emitters
Enables Adaption against Species 8472
Tricyclic Data Processing Arrays
+50% Enemy Re modulation Difficulty
Emergency Plexus Signal
25% Chance Ruler gain 100 experience when a Borg ship is destroyed.
Finisher Effect: Force Disparity Combat Bonus

Assimilation
Adoption Effect:
+2 General Level Cap
Age of the Collective
+100% Unity from Assimiltion
Mass Problem-Solving
+100% Reserch from Assimiltion
Nanotube Talon Enhancement
+25% Army Assimiltion Chance
Servo-Armature Weapon Adaptation
+20% Army Damage
Multi-Spectral Targeting Laser
+33% Army Moral Damage
Finisher Effect: +25% Drone Boarding Chance

Connectivity
Adoption Effect:
+1 Building Slots
Multidimensional Architectural Simulations
+33% Megastructure Build Speed
Mega-scale Gravitic Commentators
+2 Unicomplex Section Capacity
Mass Interlink Signaling Array
+2 Unicomplex Capacity
Transwarp Beaming Relays
-25% Resettlement Cost
Megastructure Assimilation
Enables Subcomplexes on ruined megastructure, galactic forum stations, and incomplete scientific arrays
Finisher Effect: -25% Empire Size

Futility
Adoption Effect:
+40 Fleet Command Limit
Preloaded Engagement Patterns
+100 Starting Ship Experience
Tactical Subcommand Priority Interlink
+2 Adimral Level Cap
Predictive Targeting Sensors
+10% Fire Rate
Isothermal Containment Fields
+20% Orbital Bombardment Damage
Transtemporal Weapons Adaptation
+25% Damage vs Undine
+25% Damage to Fallen Empires
+25% Damage to Awakened Empires
Finisher Effect: +10% Naval Cap

Harvesting
Adoption Effect:
Unlocks Colony Harvest Espionage Operation
Hyper-Compression Pattern Buffer
+100% Colony Harvest Resource Output and Maximum Size
Proactive Subcommand Optimizer
+33% Operation Speed
Transwarp Signal Scraping
+10% Spy Network Size
Multivector Cultural Analytics
+20% Infiltration Speed
Redundant Data Nodes
-20% Spy Network Decay
Finisher Effect: +25 Base Intel

Perfection
Adoption Effect:
+10% Anomaly Research Speed
+10% Anomaly Discovery Chance
Uplink Latency Reduction
+50% Survey Speed
Irrelevant Data Filtration
+2 First Contact Target Difficulty
Coordinated Drone Interlink
When a Leader gains a level other leaders gain 100 Experience
Bilateral Quantum Computing Algorithm
+2 Codebreaking
Exploratory Firmware 2.0
+33% Leader Experience
Finisher Effect: +5% Research

Productivity
Adoption Effect:
-10% Building Upkeep
Prototmatter Injecting Replicators
Unlocks Fabrications Complex Level 2
Micro-Dimensional Duplication Matrix
Unlocks Fabrications Complex Level 3
Tetrafractal Nanoprobe Replication
+15% Supplies
Automatic Replenishment
-15% Ship Build Cost
Neural Signal Booster
-15% Building Cost and Upkeep
Finisher Effect: -15% Ship Upkeep

Resilience
Adoption Effect: +10% Ship Hull
Reinforced Exo-Plateing
+20% Army Health
Ambush Protocols
+33% Defensive Army Damage
Planetary Adaptive Shields
-15% Orbital Bombardment Damage
Adaptive Superstructure
-25% Starbase Upkeep
+2 Starbase Cap
Bulkhead Recycling
+15% Starbase Health
Finisher Effect: +10% Ship Hull

Synchronicity
Adoption Effect:
+25% Organic Pop Assembly
Tactical Drone Refits
+10% Army Build Speed
Geometric Self-Assembly Algorithm
+10% Ship Build Speed
Parallel Neural Synchronization
+10% Sublight Speed
Nanoprobe Prefabrication
+20% Plane Build Speed
Four-Dimensional Organizational Heuristics
+1 Governor Level Cap
Finisher Effect: +15% Unity

Versatility
Adoption Effect: -25% Army Upkeep
Operational Proxies
-10% Pop Amenities Usage
Universal Compatibles
-5% Supplies Upkeep
Peak Performance
-5% Jobs Upkeep
Upgraded Drone Alcoves
-10% Pop Housing Usage
Redundant Personality Suppressors
+5 Stability
Finisher Effect: Unlocks Automatic Drone Transfers decision for Unicomplexes and Subcomplexes
Generic Traditions
Strength
Adoption Effect
+20% Army Morale
A Warrior's Code
-10% Amenities Usage
Hallmark of Strength
+50% Defensive Armies Damage
Might Makes Right
+10% Unity
Strength in Numbers
-10% Ship Upkeep
Never Surrender
+33% Defensive Platform Health
Finisher Effect
+50 Subject Trust Cap

Eugenics
Adoption Effect

Eugenics Labs
Unlocks Genetics Laboratory
The Evolution of Man
+1 Species Modification Point
-5% Species Modification Cost
Biological Mastery
+2 Geneticist Jobs
+300 Society Research
In Our Genes
+10% Orbital Bombardment Damage
Mind, Body, and Soul
+35% Cordrazine from Jobs
Finisher Effect

Force of Will
Adoption Effect
+1.5% Unity
Force of Character
+2 Starbase Capacity
Strength of Will
+2 Influence during a Defensive War
+15% Ship Build Speed during a Defensive War
Courage of Convection
-5% Ship Upkeep
+10% Naval Capacity
The Hand of Justice
-25% War Exhaustion
Righteous Minds
Pacifist get the Impose Ideology CB and others get a unique CB
Finisher Effect
+33% Hostile Claim Influence Cost
Ascension Perks
Mk. 25 Warp Sensors
+1 Sensor Range
+1 Planer Sensor Range
+5 Base Intel

Fleet Maneuvers
+15% Ship Speed
+15% Ship Evasion
+15% Ship Fire Rate

Diplomatic Corps
+5 Envoys
+20 Opinion to all empires

Space Fortress
+25 Defensive Platform Cap
+50% Station Build Speed
-25% Defensive Platform Cost

Starbase Expansion
-15% Starbase Upkeep
+25% Starbase Build Speed
+25% Starbase Upgrade Speed
+1 Starbase Cap

Magic to Make the Sanest Man Go Mad
+10%Research Speed
+4 Research Alternatives

Asectic Living
-15% Pop Amenities Usage
-15% Pop Housing Usage

Free Enterprise
+25% Energy from Jobs
+25% Food from Jobs
+25% Minerals from Jobs

Synthesis Is Perfection
+33% Organic Pop Assembly
-15% Empire Size from Pop
Exploration
Samaritan Snare

The Silent Enemy
Attempt to follow the ship
Results The vessel rises is shields and powers up what appears to be it's weapon systems

Hail Them
Result The alien ship has powered it's engines and has once again entered warp
+360 Physics Research

Full Power to the weapons! Engage.

Result
+500 Engineering
+360 Physics Research

Wait for the ship to return
Results On the third day the sensors detect another surge in supspace activity before the alien ship drops out of warp. The vessel rises is shields and powers up what appears to be it's weapon systems .
Hail Them

Full Power to the weapons! Engage.


Leave orbit we don't want confrontation
Results The subspace disturbance has at its heart an exotic partial fountain, rapidly decaying.The Captain commits to the study of the partial fountain before it collapse/
+250 Physics Research
Relics
Ressikan flute


Klingon
Sabak's Armor
+10% Defensive Army Health
Can be granted to a Klingon House
Torch of G'boj
+10% Assault Army Morale
Can be granted to a Klingon House
Order of the Basai
+10% Defensive Army Morale
Can be granted to a Klingon House
Order of the Bat'leth
+10% Assault Army Damage
Can be granted to a Klingon House
Yan-Isleth
+10% Defensive Army Morale
Can be granted to a Klingon House

Ferengi
Rules of Acquisition
+10 Unity
Reading the Rules of Acquisition
  • 18 A Ferengi without profit is no Ferengi at all. +50 Latinum
  • 23 Nothing is more important than your health… except for your money. +25 Cordrazine
  • 34 War is good for business. +250 Trained Officers
  • 45 Expand or die. +200 Influence
  • 74 Knowledge equals profit.
  • 214 Never begin a business negotiation on an empty stomach. +500 Food
  • 217 You can't free a fish from water. +100 Water-Ice
Tech Tree
Tech Specialization
Propulsion Specialization
High Energy Thruststers
Tyep-1 Sub Impulse Thruststers
Cost 6 Alloys
+13 Evasion
+30% Speed

Low Temperature Thruststers

Cost 16 Alloys
+23 Evasion
+10% Speed

Diplomacy Vs Slavery Tech
Institute for Slave Labor
Unlocks Slave Army
Share the Burden Edict +10% Slave Food and Mineral output +50% Slave Happiness
Administration Districts now reduces slave political power by 5% each.
Flagships
Mars Shipyard
Used to build flagship after unlocking the right tech.

NX-01
Give to United earth after event chain.

Enterprise

Enterprise-B

Enterprise-C

Enterprise-D

Enterprise-E
United Federation of Planets
To create the United Federation of Planets
  • You must play either United Earth, Vulcan, Andorian or Tellarite.
  • Must not be currently in the middle of a crisis event chain.
  • Must be in a Coalition with three other members.
  • At least two of these Coalition members need to be from the original four founding races
United Earth
Origin: Galactic Explorers
-5% Science Ship Speed
+5% Anomaly Discovery Chance
+100 Edict Fund
Civics
Drive for Self Improvement
+10% Unity
-10% Supplies from Jobs
Spirit of Exploration
+10% Science Ship Speed
Unemployed Pop living under Utopian Abundance Living Standard produce more unity and Research.
+10% Survey Speed
+1 Envoy

Vulcan High Command
Origin: Galactic Explorers
-5% Science Ship Speed
+5% Anomaly Discovery Chance
Civics
High Command
+1 Admiral Level Cap
+4 Leader Pool
Efficient Bureaucracy
+20% Admin Capacity
-20% Administrator Upkeep

Andorian Empire
Origin: Militaristic
+250 Army Starting Experience
+100 Edict Fund
Civics
Imperial Guard
+1 Admiral Level Cap
+5% Ship Fire Rate
Nationalistic Zeal
-10% War Exhaustion
-10% Claim Cost

Tellarite Technocracy
Origin: Galactic Explorers
-5% Science Ship Speed
+5% Anomaly Discovery Chance
Civics
Stubborn Pride
+33% Faction Influance
Cyclic Arguments
Capital Buildings give a Demagogue Job.
United Earth Events
Xindi Crisis
Will trigger in 2155 or later
Xindi Probe

Terra Prime Crisis

Terra Nova

Unique Leaders
Some character from the Star Trek shows can become leaders
Federation
Maxwell Forrest


Jonathan Archer
Available at game start
Scientist

Shram
Available 10 Years after Federation Formation
Admiral

Phlox
Available 18 Years after Federation Formation
Scientist

Micheal Burnham
Available after Discovery Event
Admiral

Katheryn Janeway
Available after Caretaker Event
Admiral

Dax
Available after Trill Tech
Governor


T'Pol
Available after 2165
Scientist

Malcolm Reed
Available after 2175
Admiral

Robert April
Available after 2216
Scientist

Philipa Georgiou
Available after 2224
Admiral or Scientist

Christopher Pike
Available after 2240
Admiral or Scientist

Montgomery Scot
Available after 2249
Scientist

Spock
Available after 2250
Scientist

James T Kirk
Available after 2255
Admiral or Scientist

Sylvia Tilliy
Available after 2257
Admiral

Hikaru Sulu
Available after 2265
Admiral

John Harriman
Available after 2270
Admiral or Scientist

Tuvok
Available after 2295
Admiral

Rachel Garrett
Available after 2315
Admiral or Scientist

Jean-Luc Picard
Available after 2327
Admiral or Scientist

Benjamin Sisko
Available after 2350
Admiral

Miles O'Brien
Available after 2351
Admiral

William Riker
Available after 2357
Admiral

Geordi La Forge
2360
Admiral

Kira Nerys
Available after 2361
General

Worf, son of Mogh
Available after 2370
Admiral

Romulan
Vrax
Available after 2152
Governor
Federation Ships
Emmette

Neptune

Intrepid

NX

Poseidon

Bonaventure

Columbia

Franklin
Klingon Empire
Origin: Militaristic
+250 Army Starting Experience
+100 Edict Fund
Civics
Warriors of Kahless
-10% Ship Naval Capacity Used
Great Houses
-10% War Exhaustion
-10% Claim Cost
-15% Alloys
+5% Ship Fire Rate
+10 Admin Capacity

Klingon High Council
Arrange succession of Chancellorship
Changes your ruler.
Promote to Imperial Navy.

Mediate a feud.

Administrator war level.
Either take resources from the targeted house or give resources so that house can build more ships.
Small Levy
Cost 150 Influence
Get 1,000 Credits, Minerals, and Alloys

Medium Levy
Cost 250 Influence
Get 3,000 Credits, Minerals, and Alloys

Large Levy
Cost 350 Influence
Get 5,000 Credits, Minerals, and Alloys

Provide a small resource gift
-1,000 Credits, Minerals, and Alloys

Provide a medium resource gift
-3,000 Credits, Minerals, and Alloys

Provide a large resource gift
-5,000 Credits, Minerals, and Alloys

Mange acquired houses yards.
Klingon Great House Mechanic
Over time new Great House fill form. They start as a faction in the empire and like normal factions pop can join a great house faction.
Unique Issues Great House factions care about is to have the Klingon Empire undefeated in battle
, have their House undefeated in battle, view on slavery with some house supporting other opposing , often the want a tradition tree unlock .

Great House will ask for a planet to rule if you give them a planet they gain control of the planet keep control of the star base and any Mining or Research stations.

The Klingon House will build their Great House Shipyard in their new system and use it to build warship.The Great House Shipyard are armed and fairly powerful early game staring with around 2.8K Power.


Great House Subject Terms
Cannot be Integrated normal
Expiation Regulated (Overlord get influence when they builds an Outpost)
Joins Overlords Wars
Can build 3 holdings
Klingon Unique Holdings
  • Imperial War Rooms
    -14 Crime
    +0.5 Loyalty Change
    Overlord Army in planet give -10 Crime and +0.5 Loyalty Change and -5% Happiness
    Up to a max of 3 Army's
  • Imperial Halls
    +25 Overlord Naval Cap
    -10 Crime
    -1 Loyalty Change
    -5% Happiness
    +5 Stability
    +2 Imperial Overseer Jobs Turns 1 Subject unity into 1 Overlord Influence and +10 Naval Cap

Klingon Events
Klingon Captaincy Challenge
The challenge is accepted!
Qapla'!
  • Captain gains the trait Resilient
  • +25 Influence
Qapla'!
  • Captain gains the trait Maimed
  • +25 Influence
Qapla'!
  • Captain challenged is killed.
  • Victor shall assume leadership
Discipline must be enforced.
  • -25 Influence

Sword of Kahless Chain
Klingon Ships
Borghel

Somraw

D5

Blas Rika B1

D6

Blas Rika B2
Romulan Empire
Origin: Intrigue
-25% Pop Shift Ethics Chance
+100 Edict Fund
Civics
Tal Shiar
+5 Stability
+10 Admin Capacity
+1 Codebreaking
-2 Operation Difficulty
+10% Infiltration Speed
-10% Envoy Improve Relations
Cutthroat Politics
-20% Edict Cost

Edict
Eitreih'hveinn Farmer Festival
Upkeep 10 Luxuries
+10% Happiness
Support the Zhat Vash
Upkeep 10 Unity
+5% Governing Ethics Attraction
+5% Trained Officer
+1% Unity
+5% Codebreaking
+5% Encryption


Romulan Start with the Garidian Republics as a Protectorate.
Romulan Events
The Adminition
Set course for Aia
Get 100 Influence 50 Unity
Special Project The Adminition (Time limited must send a science ship to Eightfold Star System)

The Zhat Vash
Embrace the Zhat Vash
+400 Society Research
+100 Influence
+10 Unity
Reject the Zhat Vash
+400 Physics Research
+10 Influence
+10 Unity
Romulan Ships
Rea

T'varo

Tellus

T'shen

D'deridex
Cardassian Union
Origin: Order
-5% Crime
+100 Edict Fund
-15% Ship Build Cost
Civics
Nationalistic Zeal
-10% War Exhaustion
-10% Claim Cost
Obsidian Order
+10 Admin Capacity
+5 Stability
+1 Codebreaking
-2 Operation Difficulty
+10% Infiltration Speed
-10% Envoy Improve Relations
Cardassian Events
Occupied Bajor
Bajor rebel events only happen if Bajorans are set to slaves. Setting Bajorans Species rights to Residence or Full Citizenship stops rebel event.
Cardassian Ships
Hideki

Rasilak

Kulinor

Galor

Keldon

Glint

Hutet
Dominion
Origin: Dominion
Can create clones
-5% Robot Upkeep
+100 Edict Fund
Civics
The Ocean becomes the Drop
+2 Ruler Level Cap
-10% Unity
+2 Codebreaking
+1 Envoy
+5% Infiltration Speed
The Drop becomes the Ocean
-15% Supplies Upkeep
+35 Admin Capacity

Army
Jem'Hadar Shock Troops: Cost 150 Supplies 50 Ketracel-White
Collateral Damage: 100%
Upkeep 2 Supplies 1 Ketracel-White
Dominion Ships
Borg Collective
Origin: Assimilation
-10% Starbase Influence Cost
-10% Empire Size
+15 Naval Cap
Civics
Assimilators
Assimilating gives different rewards
  • Pop give Research
  • Planets give 100% habitability
  • Ships give Ship Design or Resources
  • Leaders give bonuses vs Empire of Origin
  • Armies give armies
+3 Codebreaking
-75% Unity
Functional Architecture
-10% Building and District Cost
-10% Building and District Upkeep
+1 Building Slot
Borg Ships
Cone

Probe

Pyramid

Sphere

Diamond

Cube

Tactical Cube
Ferengi Alliance
Origin: Material Wealth
+15% Supplies from Specialist
+5% Artisan Output
+100 Edict Fund
Civics
Ritualistic Greed
+1 Leader Level Cap
+5% Credits
+5% Minerals
Rules of Acquisition
Every 20 Trade Value provides +1 Supplie and +1 Unity
Ferengi Events
Ferengi Ships
Undine Vanguard
Origin: Fluidic Dwellers
-50 Crime
+500% Codebreaking
+5 Encryption
+100 Edict Fund
+200 Admin Capacity
+50% Automatic Resettlement Chance
Civics
The Weak Will Perish
-10% Edict Cost
+20% Leader Experience
+3 Envoys
-75% Sublight Speed reduction
-35% Shield Nullification
Biological Supremacists
+20% Ship Fire Rate
+10% Army Damage
-5% Ship Cost
+33% Naval Capacity
Undine Ships
2 Comments
BakedTater Jun 25, 2023 @ 6:33pm 
how do i add this?
Jim Kerman Sep 18, 2022 @ 1:06pm 
Wish there was a way to speed up time that isn't a crawl