Faction creator in Stellaris Stellaris guide, tips
Last update: 14 March 2019
This page of the Stellaris guide will tell you more about faction creator. The game enables the players to create own, personalized factions based on a special creator. Using it, you can set up various parameters. After creating a faction, you can begin a campaign with it any number of times.
Each of the sections needs to be set to a certain parameter. Some can be saved as default settings, while other need to be modified and filled in. Otherwise, the name of the section will remain red. This will help you go back to the section where further changes need to take place. If you go beyond the limit of available options, the name will remain red as well, and the save button won't be available.
- Appearance
- Name
- Name Lists
- Traits
- Ruler
- Homeworld Planet
- Cities
- Government
- Empire Name
- Flag
- Space warfare
- Lightning super speed
- Ship appearance
Appearance
Your only task is to pick the right species from the presented list and decide on its representants. The game offers the following species: Mammalian, Avian, Reptilian, Fungoid, Arthropoid, and Molluscoid. Each of them, has several types that can become their representants.
Name
Now you have to come up with a name for your race. You can use the generator to help you (marked in the screenshot). Then you will have to give the plural equivalent of your species. Finally, you have to press the other marked button presented in the picture. This will automatically create the adjective. Think carefully about the name, as it will remain throughout the entire campaign.
Name Lists
The next section concerns names of different objects in your empire. The list provides you with a wide range of names. Even if you play as Arthpoids, you can choose human names. Draw your attention to the fact that you can use prefixes with names of your space ships - this should help you distinguish them from one another.
Traits
The presented picture shows traits that can be associated with your species. Window two presents traits that you can choose from. Their prices in trait points are visible next to their names. Window 4 is a detailed description of a trait. Window 3 shows traits that have been chosen from the list.
Draw your attention to window 1. You have four traits to choose from, but their total cost can't exceed 2 points. Thus, if you pick a trait that costs 5 points, to balance the score you have to choose three traits that cost -1 point. Traits symbolized by blue icons are the most expensive ones and they provide the best bonuses. The green ones cost 1-2 points and give balanced bonuses. Red icons are negative effects which are symbolized by negative figures, and thus can increase the overall balance.
It is possible to combine traits in such a way that both parameters give a 0 or positive score. You can't pick more than 4 traits. Exceeding this limit will disable the save button.
Icon | Cost | Description | Remarks |
2 | Agrarian Food: +15% | Higher food production increases development of the civilization and improves colonization. Choose this trait if you want to quickly expand and develop terrain for your factories. | |
2 | Thrifty Energy Credits: +15% | Lower energy usage means being able to maintain more buildings and ships without worrying about resources. | |
2 | Industrious Minerals: +15% | More resources will let you develop your infrastructure more quickly. You will be able to build more battleships or space stations faster. | |
2 | Intelligent Engineering Output: +10% Society Output: +10% Physics Output: +10% | This trait will boost all of your researches. It is smaller than a bonus for separate traits, but allows you to develop all the fields systematically. | |
1 | Natural Engineers Engineering Output: +15% | Engineering Output means better buildings, fortification and weapons. If you want to focus on military development, this is a trait for you. | |
1 | Natural Sociologists Society Output: +15% | Society Output allows you to colonize hostile planets and adjust their structures according to your needs. | |
1 | Natural Physicists Physics Output: +15% | Physics Output improves the rate of gathering resources and managing energy. Thus, you will be able to develop your empire more quickly. | |
5 | Extremely adaptive Habitability: +20% | The most expensive trait, but truly worth its price. Allows you to colonize lands that are considered hostile, in contrast to their mother planet. You will be able to colonize the world faster, but without other bonuses. | |
2 | Adaptive Habitability: +10% | Habitability is reduced by half, in comparison to the previous trait. Thus, the chance that your species will colonize planets is also smaller. | |
-1 | Nonadaptive Habitability: -10% | Choose this trait and the planet that you wish to colonize will have to match environmental standards of your mother planet. | |
1 | Rapid breeders Growth time: -10% | The development of your population means filling empty slots of a colonized planet. It determines how fast you will be able to start work in certain buildings that were built. | |
-1 | Slow breeders Growth time: +15% | This will affect the income of resources and weaker population. One of the traits that you should avoid. | |
2 | Talented Leader skill levels: +1 | Actions performed by a skilled leader are more likely to succeed. The boost gives you only one level, nevertheless it is a good start for beginners. | |
1 | Quick learners Leader experience gain: +25% | Your ruler can advance to new levels faster, and thus increase the probability of performing certain actions. | |
-1 | Slow learners Leader experience gain: -25% | Your ruler will develop very slowly. Good for a population which policy allows to elect a new ruler every few years. | |
4 | Very Strong Army damage: +40% Minerals: +10% | One of the most expensive traits. Your firepower will be superior and you will be able to build your army very quickly. A good trait if you want to focus on an offensive approach. | |
1 | Strong Army damage: +20% Minerals: +5% | A very good trait in relation to its price. Greater damage will allow you to eliminate hostile ships more quickly, and you will gather more minerals. | |
-1 | Weak Army damage: -20% | This can seriously affect the gameplay. If you don't balance it with the appropriate development of new technologies, you will doom your race. | |
1 | Nomadic Migration time: - 50% Resettlement cost: -33% | A very useful trait in relation to its cost. Lower resettlement cost is a big advantage and when you combine it with reduced time of colonization, you can colonize many planets with friendly environment. | |
-1 | Sedentary Migration time: +50% Resettlement cost: +33% | Avoid this trait. Penalties are high and only the gameplay will prove you how painful the consequences can be. That is, unless you decide to take over systems without colonizing any planets. | |
1 | Communal Happiness: +5% | Greater happiness will reduce the likelihood of forming anti-government factions. Pay attention to your citizens' happiness, and you will be able to focus on the external enemy. | |
-1 | Solitary Happiness: -5% | Lower happiness is not the end of the world especially that the value will decrease by 5%. If you decide to choose this trait, remember to pay attention to morals of your society. | |
1 | Charismatic Other Species Happiness per pop: +1% | Especially effect for diplomatic purposes. Nations, which are perceived more positively, have a greater chance to establish political treaties. | |
-1 | Repugnant Other Species Happiness per pop: -1% | It will be harder to establish political treaties and if you do, the terms will be less profitable. | |
4 | Venerable Leader lifespan: +120 years | A trait that is good for nations that don't change their rulers too often. Each cadence focuses on governance of a single unit, and thus your ruler has more time to gain the required experience. | |
1 | Enduring Leader lifespan: +30 years | Similar to the previous trait. Useful only to totalitarian systems. | |
-1 | Decadent Resource output without slaves: -10% | It is not easy to obtain slaves at the beginning of your gameplay, so if you decide to pick this trait, remember that you won't have a lot of resources at first. | |
2 | Conformists Ethics divergence: -20% | Races conquered by other nations often rebel and this trait will make them more tolerant. | |
1 | Resilient Garrison health: +100% Fortification Defensive bonus: +50% | A trait which focuses on garrisons of different planets. You will have a greater chance to defend against invasions. |
Ruler
Now you need to choose the starting ruler. Pick the name, sex, appearance. This does not affect the gameplay in any serious way and depending on a political system, your ruler can change very fast.
Homeworld Planet
You will have to define the type of planet that your population will live on. It is an important decision, especially when it comes to your future colonization plans.
You can choose its name and stars that will belong to your system. If you don't pay too much attention to it, you can use the generator to do this for you. It is important to set the starting solar system. If your race lives in a continental world, you can choose the Solar System or Daneb System. In any other case, choose a random system.
Your Starting Solar System will define only your Homeworld planet. Localization on the map is always random.
The screenshot presents symbols of seven planets. Each planet is characterized by a different environment which will affect your race. The following list includes all the relations:
Preferences | Settlement probability |
Continental | continental world: 80% tropical world60% ocean world: 60% desert world: 20% arctic world: 20% |
Ocean | ocean world: 80% continental world: 60% arctic world: 60% tropical world20% tundra world: 20% |
Arctic | arctic world: 80% ocean world: 60% tundra world: 60% continental world: 20% arid world: 20% |
Tundra | tundra world: 80% arctic world: 60% arid world: 60% ocean world: 20% desert world: 20% |
Arid | arid world: 80% tundra world: 60% desert world: 60% tropical world20% arctic world: 20% |
Desert | desert world: 80% arid world: 60% tropical world60% continental world: 20% tundra world: 20% |
Tropical | tropical world80% desert world: 60% continental world: 60% arid world: 20% ocean world: 20% |
Planets that share a similar ecosystem will have certain factors when it comes to colonization. You should invest in Society Output to adapt living conditions of other planets to those that exist in your homeworld. If you enslave a different race, you can use it to colonize a different planet and avoid penalties that your own nation would have to face.
Cities
You only define the visual aspects of your cities: you can decide how cities and building will look like. Your decisions will not affect building statistics.
Government
The screenshot presents two elements of the section. The first one refers to symbols of different ethics. Icons can be orange or green. Orange ones symbolize radical approach, while green ones, liberal. Your government can be established by choosing three liberal ethics or one radical.
The second element refers to icons of different political systems. Colorful icons resemble systems that match your ethics. As ethics change, available political systems will also change. The following list presents correlation between ethics and political systems.
Icon | Name and modifiers | Remarks |
Fanatic Militarist Empire Army damage: +20% Alliance influence cost: +100% Rivalry influence gain: +50% Population War happiness: +10% | For empires that want to use an offensive approach and fight their way through the galaxy. You will receive severe penalties for forming alliances. | |
Militarist Empire Army damage: +10% Alliance influence cost: +50% Rivalry influence gain: +25% Population War happiness: +5% | Less radical, but effective nevertheless. You can join alliances but they won't be too profitable. | |
Fanatic Xenophobe Population Xenophobe: +20% Alien slavery tolerance: +100% | Units of foreign origin will not be tolerated. Citizens believe that authorities have the right to enslave conquered nations. | |
Xenophobe Population Xenophobe: +10% Alien slavery tolerance: +50% | Views are similar, but less radical. Authorities will use ethics to condemn other nations. | |
Fanatic Individualist Population Energy Credits: +20% Slavery tolerance: -100% Ethics divergence: +10% | Government believes that your nation is the only source of power. It bans slavery and can afford to charge the energy budget more. | |
Individualist Population Energy Credits: +10% Slavery tolerance: -50% Ethics divergence: +5% | You no longer consider yourself the chosen nation but you still receive a significant boost to resources. You may accept slavery, but not too much. | |
Fanatic Materialist Population Engineering Output: +10% Society Output: +10% Physics Output: +10% | Development is the number one notion. Science will give you superior advantage over other nations. Large boost towards all technologies. | |
Materialist Population Engineering Output: +5% Society Output: +5% Physics Output: +5% | Development of technology is important but you shouldn't focus on this one aspect only. | |
Fanatic Pacifist Empire Maximum embassies: +2 Rivalry influence gain: -50% Army damage: -20% Population Food: +20% War happiness: -20% | Hatred for war and need of resolving all conflicts in a peaceful way. Authorities will gladly take control over neutral areas and create embassies in neighboring countries. | |
Pacifist Empire Maximum embassies: +1 Rivalry influence gain: -25% Army damage: -10% Population Food: +10% War happiness: -10% | War is acceptable, but only if the cause is right. Diplomatic procedures are still important but you don't rely just on them. Increased food production is an important aspect, as your population can constantly develop and colonize further planets. | |
Fanatic Xenophile Population Xenophobe: - 20% | Strong tolerance for other species. Reduces the process of forming groups in the society. | |
Xenophile Population Xenophobe: - 10% | A less radical approach, but the empire won't harass other species. | |
Fanatic Collectivist Population Slavery tolerance: +100% Food consumption: -10% | All the nations form a single unit that will form a powerful empire, and thus is it sometimes obligatory to enslave a race for its own good. Greater food consumption reduces development of certain planets. | |
Collectivist Population Slavery tolerance: +50% Food consumption: -5% | A liberal approach, but authorities can still enslave certain nations. Lower food consumption will allow to maintain planets in a better way (in terms of resources). | |
Fanatic Spiritualist Population Happiness: +10% | Population happiness affects different factors: formation of groups or even rebellions. The government has a greenlight and tolerance from its citizens. | |
Spiritualist Population Happiness: +5% | Similar to the previous approach, but with a smaller approval for actions that would harm humanity. |
Ethics define political systems that you can choose from. The more ethics you pick, the less political systems you will be able to choose from.
Icon | Name and attributes | Modifiers |
Despotic Empire Each ruler can build a unique and powerful military station. | Building cost: -15% Slave mineral output: +10% Slave food output: +10% | |
Plutocratic Oligarchy Ruler elections every 40-50 years. | Energy Credits: +5% Minerals: +5% | |
Indirect Democracy Ruler elections every 5 years. | Leader skill levels: +1 Leader recruitment cost : -10% | |
Moral Democracy Ruler elections every 5 years. | Happiness: +10% | |
Peaceful Bureaucracy Ruler elections every 40-50 years. | Leader pool size: +1 Empire leader capacity: +1 Leader recruitment cost : -15% | |
Enlightened Monarchy Each monarch can build a unique building, king's Gardens. | Edict Cost: -25% Edict Duration: +25% Core sector planets: +1 | |
Despotic Hegemony Each ruler can build an elite impact army. | Research Speed: +5% Survey speed: +10% | |
Science Directorate Ruler elections every 40-50 years. | Research alternatives: +1 empire leader capacity: +1 | |
Direct Democracy Ruler elections every 5 years. | Core sector planets: +2 | |
Theocratic Republic Ruler elections every 5 years. | Ethics divergence: -10% Core sector planets: +2 | |
Theocratic Oligarchy Ruler elections every 40-50 years. | Ethics divergence: -10% Leader recruitment cost : -15% | |
Divine Mandate Each ruler can build a unique building, a Tomb. | Slavery tolerance: +50% Resettlement cost: -15% | |
Military Dictatorship A new ruler is elected when the previous one passed away. Each ruler can build a unique battleship. | Naval capacity: +20% Ship upkeep: -5% | |
Military Junta Ruler elections every 40-50 years. | Ship cost: -10% Ship upgrade cost: -25% | |
Military Republic Ruler elections every 5 years. | Army upkeep: -10% Ship upkeep: -10% War happiness: +5% |
Empire Name
This section will allow you to pick a name for your empire. You can come up with your own name or use the generator to pick a random one. To use the generator, click the marked button. You can use it unlimited number of times to learn about different options.
Flag
Another visual addition. You can choose the color, banner and the emblem.
Flag creator provides you with a lot of options, so each player will find something that suits him/her best.
Space warfare
Preparing your navy is an essential part of military operations. Battles take place in real-time, so it's important that you match your primary weapons to your game style. Later on, you will be able to modify your equipment via creator of your own ships.
Weapon | Characteristics |
Projectile weapons | + high speed + good armor penetration - short range |
Missiles | + long range - can be neutralized easily |
Energy weapons | + optimal armor penetration + effective at short and medium distance - ineffective at long distance |
The optimal equipment is energy weapon. Good armor penetration and striking force will affect the battle in a positive way.
Lightning super speed
The choice is determined by game experience. If you are not familiar with the game, pick bending speed instead. It does not require any special structures or using space that has already been used. The journey will take longer but it will be a direct one.
Ship appearance
Once again, this will not affect the gameplay. You can decide on the blueprint used to construct your ships. They will differ in terms of appearance but not statistics.