Crisis - Stellaris Wiki
Crisis - Stellaris Wiki
Crisis
A crisis is an event that threatens the entire
galaxy and all life within it. There are two types of VERSION
crises: those caused by outside entities that make This article has been verified for the current PC version
an appearance after the game reaches either the (3.14) of the game.
mid           or
endgame
phase,       and
those     caused
by player and
AI       empires
becoming the
crisis
themselves
(except Fallen
Empires).
Contents
Mechanics
   General mechanics
   Midgame crises
   Endgame crises
    Damage modifiers
EndgameParadox        Wikis                                Search
         crisis factions
   Prethoryn Scourge
       Prethoryn fleets
       Sentinel Order
       Captured Queens
       Feral Prethoryn
       Successfully repelling the Prethoryn Swarm
   Extradimensional Invaders
       The Aberrant and the Vehement
       Extradimensional fleets
       Successfully repelling the Extradimensional Invaders
   Contingency
       The Ghost Signal
       Contingency espionage
       Contingency fleets
       The Cybrex
       Ancient Caretakers
       Successfully repelling the Contingency
   The Synthetic Queen
       The Synthetic Queen's opinion
       Cetana's Rewards
       Cetana's Work
       Requests
       Weak Links
       The Synthetic Queen's fleets
       The Shroud ending
Player crisis
    Galactic Nemesis
    Cosmogenesis
        Post-Cosmogenesis galaxy
References
Mechanics
General mechanics
Crises arrive into the galaxy at certain points of the game and tend to attack all empires
indiscriminately in a manner similar to a Total War; systems conquered by a crisis faction will
either be immediately absorbed into their territory or will have their starbases completely
destroyed, depending on the crisis. Each time a crisis conquers a planet, it causes diplomatic
Threat with all empires, making them more likely to cooperate against the crisis. Fallen Empires
           Paradox
will send their          Wikis
                fleets against                                   Search
                               a Crisis if it approaches their borders and may even awaken to help
fight it.
In general, crisis factions are removed from diplomacy and cannot be negotiated with like
common empires. Certain types of governments or traditions are able to communicate with some
crisis factions and gain extra bits of loreful conversation. The arrival of a crisis faction will cause a
Galactic Focus resolution to fight them to become available in the galactic community.
The Crisis Strength galaxy setting and the various difficulty bonuses increase the hull, shield,
armor, and damage of crisis factions, but not the ship fire rate. These bonuses affect both
midgame and endgame crises, with the former getting a fraction of the bonus. Having a crisis
active in the galaxy will stop the game from ending, even if the Victory Year has been reached.
Midgame crises
Midgame crises occur during the midgame phase of the game and, while having a smaller impact
than endgame events, are capable of notably reshaping the current state of the galaxy. Rather
than following the same mechanics of the endgame crises noted below, midgame crises tend to be
locked to specific DLC mechanics which can be individually disabled during game creation.
Endgame crises
Endgame crises can only happen if they haven't been disabled in the galaxy settings. Normally
only one crisis can happen per game, but if the Crisis Type setting was set to All, then all of them
will eventually happen and each one will be twice more powerful than the previous one.
The base start year for the endgame crisis is 25 years after the start of the endgame. This is
reduced as follows:
             Paradox Wikis
      Start year                                                      Search
                                                              Requirements
Either:
                              Completed the Ancient Robot World archaeological site, chose a "bad" outcome, and
 Prior to the                 rolled the 50% chance (endgame_crisis_early_start global flag)
 endgame start year
                              Both the     Extradimensional Experimentation and      Galactic Threats Committee
                              resolutions have been passed
Either:
 25 years after
                          No conditions
 endgame start year
In addition, an endgame crisis cannot be triggered if another crisis is active. This means either a
minimum of twelve years since a crisis was triggered (regardless of type), or if a crisis currently
exists on the galactic map.
An endgame crisis is triggered by a dice roll performed once every five years, and the chances
generally increase the more time has passed in the endgame. The Prethoryn, Contingency and
Synthetic Queen generally have the same weights in the code. The following is a non-exhaustive
list of examples of the chances that may be calculated based on the state of the galaxy, assuming
the Machine Age DLC is active:
 No special conditions:
                                                                  Nothing: 61%
    Crisis Type is set to "Any" or "All"                          Prethoryn Scourge: 10.2%
    War in Heaven cannot be fired or has already                  Unbidden: 8.2%
    concluded                                                     Contingency: 10.2%
    25-34 years have passed since the endgame start date          Synthetic Queen: 10.2%
    Completed the Ancient Robot World site and rolled the         Nothing: 1.2%
    flag                                                          Prethoryn Scourge: 30.8%
    Crisis Type is set to "Any" or "All"                          Unbidden: 6.2%
    War in Heaven cannot be fired or has already been             Contingency: 30.8%
    concluded                                                     Synthetic Queen: 30.8%
    Before the endgame start date
Chances for an endgame crisis increases at certain intervals: the weight doubles at after 35 years
and 50 years after the endgame start date, triples after 70 and 85 years, and quadruples after 100
years (all of which stack). A crisis has zero chance to occur if it has already occured, and its weight
is tripled if it was specifically selected in the galaxy settings (with the others having their chances
set to zero).Paradox       Wikis
                 The Unbidden                                      Search
                                 has it's weight halved if less than   20 years have passed since the
endgame start date.
Endgame crises have a Situation Log entry that keeps count of the casualties on both sides and
shows how close the crisis is to being defeated. During an endgame crisis, an audio cue will play
in the background and grow more pronounced the more systems are controlled by the crisis.
   If the Galactic Community or Galactic Imperium exists, a Galactic Focus resolution to fight the
   crisis will become available.
   If the   Enigmatic Observers or    Keepers of Knowledge fallen empires are present, they
   can awaken as Guardians of the Galaxy, and may also do so if they had already awakened
   beforehand. The    Ancient Caretakers will also awaken, but only if the crisis is the
   Contingency.
   The Shroud-Touched Coven will disappear if present.
   Empires with the       Fear of the Dark origin will receive a bonus to ship build speed and cost.
If an endgame crisis is defeated, every empire will receive +10%        Happiness for 10 years and a
large reward of    Unity.
Damage modifiers
Endgame crises each possess their own mechanics and ship components, meaning the best means
to combat one may not be as effective on another; strategies for combating each individual crisis
faction can be found on their respective sub-sections. However, there are a number of damage
modifiers which apply to all crisis factions, making them useful in all cases:
Prethoryn Scourge
200–600 days after the vanguard, the main invasion fleet will arrive at the center system. In each
vanguard system, 3 Star Brood, 3 Transport Fleets and one construction ship will spawn.
   The Prethoryn species itself is immortal so their Commanders will never die of old age.
   Every year, the Prethoryn Scourge gains the following ships:
       If they have fewer than 4 Infestors, they get 5 Infestors
       If they have fewer than 4 Constructors, they get 3 Constructors
       If they have fewer than 140 armies, they get 20 armies
       (every 2 years) If they have fewer than 2000 ships and at least 1           Infested World, they
       get 2 Star Brood fleets. The number is increased to 3 if they control at least 20% of the
       galaxy and to 4 if they control at least 40% of the galaxy.
   The Prethoryn Scourge will attack planets that contain biological pops first.
   Each fleet will take systems in a way similar to Total Wars.
   The Prethoryn Scourge use Infestors as colony ships. They will land on uncolonized habitable
   planets and when the colony development process is complete, the planet is turned into an
        Infested World. As with regular colony development, any orbital bombardment will
   instantly interrupt the process.
   Prethoryn transports will invade inhabited worlds. If they occupy the world, they will begin to
   purge the pops. If the world it not reclaimed until all pops are killed, it will turn into an
   Infested World.
   Infested Planets cannot be invaded. In order to get rid of the infestation, infested planets must
   be bombarded until        Devastation reaches 100%, at which point they will turn into a
   Barren World with the       Terraforming Candidate modifier.
   If the Scourge overruns a habitable megastructure, it will destroy it and it cannot be rebuilt.
Audio Cue: As the Prethoryn Scourge infests more of the galaxy, soft chewing sounds will start
to be heard in the background.
Prethoryn fleets
Vanguard fleets consist of 31 Swarmlings led by a commander with the    Void Hunter trait. Star
Brood fleets consist of 1 Queen, 8 Brood Mothers, 10 Warriors, and 35 Swarmlings led by a
commander that has a 25% chance to have the        Hive Affinity trait.
Prethoryn Ships have natural armor despite not using armor components. The stats of their
weapons are determined by the Crisis Strength setting. Scourge Missiles and Swarm Strikers can
be reverse-engineered. Their bio-drives and thrusters are identical to tier 1 drives and thrusters
while their bio sensors are identical to tier 2 sensors.
     Swarmling               Warrior           Brood Mother                Queen                  Starbase
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     1 Scourge      3 Scourge                     4 Swarm
                                                                      Search
                                                                         4 Scourge               5 Scourge
 Missile               Missile               Strikers                Missile                 Missile
     2 Acid Blast          2 Acid Blast          2 Acid Blast            3 Acid Blast            5 Acid Blast
      1 Regenerative        1 Regenerative        1 Regenerative          3 Swarm                 3 Swarm
 Hull Tissue           Hull Tissue           Hull Tissue             Strikers                Strikers
     Bio Drive             Bio Drive             Bio Drive                1 Regenerative          1 Regenerative
     Bio Sensor            Bio Thrusters         Bio Thrusters       Hull Tissue             Hull Tissue
                                                                         Bio Drive               Bio Sensor
     Picket tactics        Bio Sensor            Bio Sensor
                                                                         Bio Thrusters
                           Line tactics          Artillery tactics
                                                                         Bio Sensor
                                                                         Artillery tactics
Sentinel Order
If the Prethoryn Scourge controls at least 50% of the galaxy, the Sentinels will make a
breakthrough in swarm anatomy, giving every empire the Sentinel Data permanent empire
modifier.
Every few years, as long as the Sentinels have more than 30 ships, they will offer a one time
donation of ships to an empire that destroyed at least 7 Prethoryn fleets and did not attack the
Sentinels. Those fleets do not use   Naval Capacity and cannot be upgraded. Each fleets consist
of the following:
            1 battlecruiser    1 battleship      1 cruiser      4 escorts      4 destroyers     8 corvettes
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                 1 Lance T2    Artillery T2                        1                1 Plasma
                 2 Laser T5        2               5           Launcher T2     T3                   1 Torpedo
                 4 Disruptor   Plasma T3       Plasma T3           4                2 Plasma   T2
 Weapons
            T3                     5               2 Point-    Plasma T3       T3                  1
                 2 Strike      Plasma T3       Defense T3          4 Point-        2 Point-    Autocannon T3
            Craft T3               2 Point-                    Defense T3      Defense T3
                               Defense T3
                                                                    3 Shield
                 4 Shield
                                    1 Shield        3 Shield   T6                   3 Shield        1 Shield
            T6
                               T5              T5                   3 Armor    T5              T5
  Utility        4 Armor T5
                                    5 Armor         3 Armor    T5                   3 Armor         1 Armor
                2 Shield       T5              T5                              T5              T5
                                                                   1 Shield
            Capacitor
                                                               Capacitor
                                                    Zero            Dark
                                    Zero
                 Dark                          Point           Matter               Zero            Zero Point
                               Point Reactor
            Matter Reactor                     Reactor         Reactor         Point Reactor   Reactor
                                    Impulse
                 Dark                               Impulse         Dark            Impulse         Impulse
                               Thrusters
            Matter                             Thrusters       Matter          Thrusters       Thrusters
            Thrusters               Tachyon                    Thrusters
                                                    Tachyon                         Tachyon         Tachyon
                 Tachyon       Sensors                              Tachyon
   Core                                        Sensors                         Sensors         Sensors
            Sensors                 Hyper                      Sensors
                                                    Hyper                           Hyper           Hyper
                 Jump Drive    Drive III                            Jump
                                               Drive III                       Drive III       Drive III
                                                               Drive
                 Sapient                                                            Advanced        Advanced
                               Advanced                             Sapient
            Combat                             Advanced                        Combat          Combat
                               Combat
            Computer                           Combat          Combat          Computer        Computer
                               Computer
            (Line)                             Computer        Computer        (Picket)        (Swarm)
                               (Artillery)
                                               (Line)          (Picket)
The sentinels do not expand. A few weeks after the Prethoryn Scourge has been defeated they will
disband.
Captured Queens
There are two queens who can be captured. The first is the    Prethoryn Brood-Queen Relic,
which has a 1% chance to be obtained after winning a random space battle against a Star Brood
fleet and can only be obtained by one empire.
The second is an incapacitated queen that can appear in a random system inside Prethoryn space,
if the Prethoryn Scourge is not defeated within a number of decades. A special project will become
available there to every empire to tame the queen, and the first empire that completes it will gain
the domesticated queen as a fleet led by an unchangeable level 8 Fleet Consciousness
Commander. Roughly every two months, the queen has a 33% chance to add a Warrior to the fleet
and a 66% chance to add a Swarmling to the fleet, until the fleet has 30 ships. In addition, roughly
100 years later, if the queen is still alive and the main species is   Psionic, the queen will reveal
           Paradox
that the galaxy          Wikisspecies came from has been extinguished or eclipsed by something
                the Prethoryn                                    Search
and the empire will gain 1000-5000 monthly           Physics research.
Feral Prethoryn
For 15 years after the Prethoryn Scourge has been defeated, every year there is a 10% chance that,
on a system with a previously infested planet, a Feral Prethoryn starbase and 3 Feral Prethoryn
fleets will appear. They will not expand but may roam the surrounding systems and fight other
Feral Prethoryn swarms. Roaming fleets are made up of 56 Swarmlings.
Prethoryn Swarm entities are heavily armored, attack enemies with missiles and strike craft,
along with some acid bursts. Swarmlings possess Corvette-level evasion.
Since all their weapons either ignore or cause major damage to shields, and work equally well
against armor and hull, combat fleets should protect themselves with point defense, strikecraft,
and armor. Use energy weapons that deal bonus damage against both armor and hull to attack.
Arc Emitters work well too; if you build Arc Emitter battleships, hangars will naturally be a good
support weapon for them.
Empires which lack the means to directly counter the Scourge’s fleets should immediately focus
on containing its expansion instead. Keeping multiple small fleets of corvettes or destroyers to
hunt down their civilian ships and stopping infestations is a viable strategy to limit the spread of
the Scourge, as they will send otherwise engage fleets to try and stop your efforts. Do note that
smaller ships will be highly vulnerable to Swarm Strikers if caught in a direct fight.
If an important planet falls to a Prethoryn invasion, it will take much longer for them to infest it
compared to uninhabited planets, as purging takes much longer than infestation. Infested planets
are immediately turned into barren planets once they take enough planet damage. Since the
Swarm only can infest habitable worlds, it is possible to starve them by cornering them and
launching surgical strikes toward their planets to render them uninhabitable, thus widening the
gap between them and any infestable territory. The Prethoryn will pull any fleets from
surrounding systems to defend their planets, so fleets targeting Prethoryn planets must be
prepared to face multiple swarm fleets if those have not been dealt with already. AI Empires in
particular will use such hit-and-run tactics against infested planets.
Another feasible strategy is to get a Colossus into the area where the Crisis will spawn and
breaking all of the planets to starve them. Putting your best fleets near the edge of the invasion
zone is also helpful, stationing them at the ending for any wormholes leading out of the invasion
zone is a must.
Prethoryn "Star Brood" fleets are composed of at least one Queen, escorted by Warrior and Brood
Mother battleship equivalents, with Spawnling corvettes making up the bulk of the fleet combat
strength. A fleet equipped with long-range weapons can expect to destroy a number of Spawnlings
before the Prethoryn units are able to return fire, at which point emergency FTL can be used to
avoid casualties altogether. By repairing and repeating, this guerrilla tactic can wear down
Prethoryn fleets until they are small enough to defeat in a full confrontation.
Salvage should not be forgotten as it unlocks their missiles. Their starbases are equally good
           Paradoxwhile
sources of technology Wikis
                          being much easier targets.       Search
Extradimensional Invaders
Extradimensional Invaders will focus their attacks on a single empire. If an empire’s ruler has the
     Chosen One trait, that will be the target. Otherwise, empires with a     Psionic main species
will be targeted first.
If an Extradimensional fleet reaches an undefended planet, it will drain life from orbit. When
Devastation reaches 100%, the planet is turned into a               Barren World with the
Terraforming Candidate modifier. Habitable megastructures will be destroyed and cannot be
rebuilt. Extradimensional fleets ignore FTL Inhibitors.
The Dimensional Portal cannot be destroyed until all Dimensional Anchors are destroyed. These
are located in systems highlighted in the Galaxy Map, improve shields hardening for
Extradimensional fleets in the system by 50% and have perfect cloaking detection. The portal will
remain guarded by the main Extradimensional fleet. If the portal system is attacked, then the
invaders will recall all of their ships to aid in its defense. If the starbase in the portal system is
destroyed, all fleets will remain to guard the system until it is rebuilt, halting their expansion. The
empire that destroys the last Dimensional Portal will gain the              Extradimensional Warlock
Relic as well as a temporary       Opinion bonus from everyone.
The Extradimensional Invaders get additional fleets 55, 90, 180, 265, 340, 425 and 550 days after
the portal spawns. Afterwards, unless they have more than 2000 ships, they will receive smaller
reinforcement fleets through the portal at regular intervals, with the interval being lower if they
have more starbases:
It should be noted that unlike the other crises, which provide warning several years in advance,
the Extradimensional Invaders will arrive instantly and with no indication of where the portal will
open.
Audio Cue: As the Extradimensional Invaders consume more of the galaxy, a faint wind will be
heard in the background.
The new factions have a far shorter delay for the Initial Fleet spawns (1,
5, 15, 30, 45, 60, 150, 350) in order to bring them on even ground with
the Unbidden.
                                                                               The Aberrant
Extradimensional fleets
Unbidden, Aberrant and Vehement ships use different names but are
identical save for color. All components can be reverse-engineered,
including their unique weapons.
Portal fleets consist of 20 battleships, 30 cruisers and 45 escorts led by a commander with the
Ethereal trait.
     Destroyer              Cruiser            Battleship            Starbase          Portal Starbase
            Paradox Wikis
      3 Matter      1 Matter                    3 Matter
                                                                 Search
                                                                     4 Matter             6 Matter
 Disintegrator        Disintegrator        Disintegrator        Disintegrator        Disintegrator
      5 Psionic            3 Matter             4 Matter             2 Matter             6 Matter
 Shield               Disintegrator        Disintegrator        Disintegrator        Disintegrator
     Psi Jump Drive        2 Matter             2 Matter             2 Arc Defense        6 Matter
     Sensor T4        Disintegrator        Disintegrator        Field                Disintegrator
                           1 Arc Defense        2 Arc Defense        10 Psionic           6 Arc Defense
     Line tactics
                      Field                Field                Shield               Field
                           5 Psionic            5 Psionic           Sensor T4             10 Psionic
                      Shield               Shield                                    Shield
                          Psi Jump Drive       Psi Jump Drive                            Sensor T4
                          Sensor T4            Sensor T4                                 Dimensional
                          Line tactics         Line tactics                          Stabilizer
Extradimensional ship health is about one third hull, two thirds shield with no armor, so using
fleets with only kinetic weapons is very effective. Explosive weapons can also be very effective as
the Invaders have lackluster point defense and no shield hardening except in systems with a
Dimensional Anchor (which provides +50% hardening.) In terms of fleet composition, focus on
Battleships with Giga Cannons and Kinetic Batteries, combined with Titans using the shield
dampening aura. Alternative fleet compositions are Whirlwind Missile cruisers, Focused Arc
Emitter battleships, or carriers (either cruisers or battleships). In terms of defense, the Invaders
solely use energy weapons, so a focus on shield modules is ideal. Their weapons also have poor
range, so increasing sublight speed can allow artillery ships to kite them from a safe distance.
Since Extradimensional Invader ships do not use any armor, luring fleets to fight in systems with
Pulsar stars can be advantageous as it nullifies their shields while the player’s fleet can use armor.
Space Storms also disable all shields, providing a similar advantage to an armor using fleet and
the Zroni Storm Caster can be used to create a storm in a system. Because these systems will also
disable the player's shields however, and because Extradimensional Invader weapons still deal
bonus damage to armor, the best case scenario is to fight the Unbidden after they have just left
any system which nullifies shields. This allows the player to use shielded ships while the Invaders
are still recharging their shields.
The player has multiple strategic choices when faced with these Extradimensional Invaders:
   A quick rush after the portal opening might be possible. However, one must be able to quickly
   dispatch the portal guards and initial fleets as they spawn, which requires very powerful fleets.
   Unlike other crises, their initial invasion fleets are much stronger than reinforcements. If the
   player can effectively clear their initial fleets, reinforcements shouldn't be a problem since
   they're much weaker than initial ones.
   Salvage should not be forgotten as it unlocks their unique weapons. The starbases are
   equally good sources of technology as the fleets while being much easier targets. However,
   the Matter Disintegrator weapons are anti-armor and hull, and the Extradimensionals use no
   armor on their ships, so replacing your weaponry with these is a bad idea to fight the
   invaders.
   If the Extradimensional Invaders have claimed many systems before normal empires can
           Paradox
   strike back,         Wikis
                the player                                     Searchand construction ships,
                           should focus on destroying their starbases
   since starbases will reduce reinforcement interval.
The arrival of the other Extradimensionals are a mixed blessing. On one hand, they might appear
in the rear of a large empire or alliance, threatening important worlds and thus the defense
against the existing Factions. On the other, all Extradimensional factions will begin to fight each
other, potentially causing major damage to one another. Once engaged in combat there, the
enemy fleets will have difficulty defending any of their starbases and even the portal itself, making
this a crucial opening to strike at such critical targets.
If the Formless were not destroyed at the end of their situation, they can be contacted while the
Unbidden are present, offering some lore and advice on defeating them. The latter option costs
     2000 Astral Threads and grants the "Secrets of the Unbidden" modifier, granting +10%
damage against them. If the Aberrant and Vehement spawn, the Formless provide an identical
damage buff for each of them as well, but the cost must be paid separately for each faction.
Contingency
A year after the final event, the Contingency will activate. Every 50 days, one of 4 random
uninhabitable planets will transform into a Sterilization Hub       AI World and spawn a defense
station, 3 attack fleets, and 3 construction ships and an army fleet. The planets are determined at
galaxy generation, so reloading a save will not alter the result. The hubs cannot be invaded and
must instead be bombed until they reach 50%             Devastation, at which point they turn into
broken planets with a deposit of       Energy,      Minerals and      Living Metal and may unlock
the technology to harvest it. Colossus owners can also use a World Cracker, Global Pacifier or
Divine Enforcer on sterilization hubs, though the worlds will not gain a Living Metal deposit
unless this Paradox
            is done with Wikis                               Search
                         a Divine Enforcer. The Contingency will initially try to occupy the systems
between the various AI Worlds in order to become a continuous empire.
When a planet is captured by the Contingency, it immediately starts the process by purging all
pops. If the planet is recaptured, the purges will stop and the planet returns to the original owner.
If the purge is completed, the planet changes control over to the Contingency. 3          Mechanical
pops called Custodian Bots are spawned but the planets will not reinforce the Contingency. Unlike
Sterilization Hubs, purged planets can be captured in ground combat. Unlike other crises, the
Contingency does not ruin ring world segments or habitats.
After all Sterilization Hubs are destroyed, a new system will appear at the ends of the galaxy. The
system contains a 5th and final AI world, Nexus Zero-One, guarded by 1 Final Core and 4 AI Core
Stations. When Nexus Zero-One is destroyed, the Contingency deactivates, all its ships self-
destruct, infiltration events and special projects end and the Ghost Signal is removed. The empire
that destroys Nexus Zero-One will gain the         Isolated Contingency Core Relic. The planet does
not create any deposit when destroyed.
Audio Cue: As the Contingency sterilizes more of the galaxy a mainframe will start to be heard
in the background.
After the Contingency activates, the Ghost Signal will start to affect every synthetic pop and even
ships with the      Sapient Combat Computer. It is measured in 5 levels and starts at 5. The Ghost
Signal will lose strength each time a Sterilization Hub is destroyed, lessening its effects.
     Machine empires are affected less, but given that most if not all their pops are robots, the
effect is greater on them. They will get a special project to remove its effects that costs
2000+70*Pop         Engineering. If the     Quasi-Dimensional Reflection technology has been
researched, the cost is reduced to 2000+50*Pop      Engineering.
   Autonomous Ship Intellects used by          Gestalt Consciousness empires are immune to the
Ghost Signal.
Synthetically Ascended species are also immune to the Ghost Signal, however any     mechanical
pops built by these empires that aren't considered part of their main species of synths will be
affected.
Contingency espionage
Unlike other crises, the Contingency also uses espionage. The first infiltration attempt will
invariably fail. The second infiltration will happen 120 days afterwards and will make every
empire targetable for infiltration events. Every year each empire has a 30% chance to get an
infiltration event. Paragon leaders cannot be targeted by these events.
Machine empires can get the following events, all with equal chances:
   A     Commander is killed.
   A     scientist is killed.
   A random starbase is destroyed.
   A world with 3      Generator Districts gains −20% Energy from jobs for 5 years.
   (repeatable) Errors are detected in some pops, which may be caused by the Ghost Signal.
   You are given the option to either terminate the units (no pop is actually killed) or wait. If you
   choose the latter after 120 it will turn out to be either:
       65% chance nothing happens
       35% chance a world gets +10%          Devastation and loses 4 pops.
   Biological empires will receive the Synth Detection special project within a few years. The
   special project 2000+100*Pop        Engineering. If the   Quasi-Dimensional Reflection
   technology has been researched the cost is reduced to 2000+75*Pop           Engineering.
       Machine empires can stop infiltration by completing the Blocking the Ghost Signal special
   project or once the Ghost Signal strength falls below 4.
        Hive Mind and    Psionic empires cannot be infiltrated and already infiltrated empires
   will become immune if their main species gains the     Psionic trait.
Contingency fleets
Roaming fleets consist of 10 euthanizers and 20 sterilizers led by a commander with random skill.
Hub fleets consist of 25 euthanizers and 50 sterilizers led by a commander with random skill.
The Contingency uses Android Assault Armies to invade worlds. Each transport fleet consist of 20
Android Assault Armies and do not have a commander.
The Cybrex
Originally one of the precursor empires, the Cybrex will resurface to help fight the Contingency if
it sterilizes either 15% of the Galaxy or 90 systems. At the edge of the galaxy, the Cybrex Beta
ringworld system will spawn. All empires will be contacted immediately. The Cybrex will
construct a new fleet every few years as long as they have below 300 ships.
Every few years, as long as the Cybrex have more than 30 ships, they will offer a one time
donation of ships to an empire that destroyed at least 100 Contingency ships and did not attack
them. Those fleets do not use         Naval Capacity and cannot be upgraded. A month after the
crisis ends they will take the ships back.
Cybrex ships are identical to the Contingency’s save for the color. Each fleet is led by a
commander with the     Cybrex Databases trait.
The Cybrex do not expand. A few weeks after the Contingency is defeated, they will depart from
the galaxy, leaving Cybrex Beta free for the taking.
Ancient Caretakers
     Available only with the Synthetic Dawn DLC enabled.
A few days after the first sterilization hub is revealed, if the Ancient Caretakers are present in the
galaxy, theyParadox
              will awakenWikis
                            and the Contingency will attempt Search
                                                                  to corrupt their civic. The Ancient
Caretakers have a 66% chance of gaining the          Final Defense Directives civic (Guardians of the
Galaxy awakening) and a 33% chance of gaining the              Corrupted Defense Directives civic and
start attacking every other empire regardless of relative power. The chance is rolled at the start of
the game so reloading a previous save will not alter the result.
5 years later, other Fallen Empires may awaken as a Guardians of the Galaxy as usual, allowing up
to 3 Guardian empires against the Crisis.
Once the Contingency is defeated, if the Ancient Caretakers awakened as Guardians, they will
shut down, leaving their ringworlds free for the taking.
The initial Fleet spawned with the Hub systems is considerable and planets in the Hub systems
will often have fallen before the first fleet has mobilised. Colonies in the Hub systems are
generally a writeoff until the roaming fleets have been dealt with.
Even if identified beforehand, Hubs normally cannot be prevented from awakening. If the planet
is destroyed through the World Cracker Colossus, the shattered world will simply reform into the
Sterilization Hub. Military starbases on the star will be abandoned if there are no colonies there,
rendering any resources spent moot. If fleets are parked in the system, the Contingency will
spawn an armada of much greater power than standard.
The first order is generally to destroy any roaming fleets, with priority for the ones closest to the
player. While the four Hubs will open separate fronts, the great distance means their respective
fleets will be unable to easily link up. This allows the player to more easily pick off fleets and focus
on one Hub at a time. Contingency fleets already spawned are generally unlikely to rush to the aid
of a planet or Hub. They are more likely to attack another target than defend, but may refuse to
leave the Hub station if nearby fleets are too strong.
Destroying all four Hubs is the ultimate goal. Their Hub fleets will always stay with the Hub,
making it a hard target together with the AI Core and the starbase. While destroying one of the
Hubs does reduce the reinforcement intervals, the reduction in spawn cycles running in parallel
should be a net advantage.
The Synthetic Queen is an extremely powerful synth whose goal is to bring an end to all suffering
by ending sapience itself. She is the only crisis that is not immediately hostile, and unlike other
factions, her crisis follows a situation that must be completed before she can be engaged. The
Synthetic Queen's face depends on the main species of the empire she is speaking to.
Unlike other crises, the Synthetic Queen's spawn location can be predicted. It is picked in the
following order the moment of her spawn:
 1. The homeworld of the Militant Isolationists, unless it has been cracked or shielded
 2. The capital of a non-machine Fallen Empire
    unless itParadox      Wikis
              is the overlord of a Scion empire.                Search
    This may not be their homeworld if they lost it.
 3. Any       Relic World
 4. Any     Tomb World
 5. Any habitable planet
Immediately after, Cetana declares Total War on all Fallen Empires if any exist in the galaxy.
Empires with the      Scion origin who are still a subject of the Fallen Empire receive a message
from their overlord that changes their terms of agreement to "Overlord Conflicts: None" before
the war.
While at war with Fallen Empires, the Synthetic Queen receives a new fleet every 6 months as
long as she has fewer than 13.
The Synthetic Queen has a bonus     +200% damage to Fallen Empires, Awakened Empires,
and other endgame crises. Fallen Empires receive a debuff −90% damage to the Synthetic
Queen.
When the Synthetic Queen expands into a system, all planets aside from gas giants are
terraformed into    nanite worlds. Those that were previously colonizable gain the
Terraforming Candidate modifier while those that were not gain a deposit of              3 nanites.
Habitable megastructures are destroyed and cannot be rebuilt. In addition, all ships in the system
gain     +5 chance to evade and         −10% sublight speed. Unlike other crises, the Synthetic
Queen is highly visible on the galaxy map, her systems having a unique visual effect.
If one of the Synthetic Queen's fleets bombards a planet until    devastation reaches 100%, the
planet is turned into a   barren world with the      Terraforming Candidate modifier. Habitable
megastructures are destroyed and cannot be rebuilt.
After all Fallen Empires and their allies are destroyed, or roughly a year after she makes contact if
she did not have Fallen Empires to fight, Cetana contacts all empires again and build an outposts
in one of the systems bordering each empire, or one of their systems if there are no unowned
systems in the galaxy. Those systems appear differently on the galaxy map. How each empire
reacts to Cetana's actions affects her      opinion. Cetana also becomes available for contact. In
addition, every empire gains the Cetana: The Synthetic Queen situation and a free reward from
           Paradox
Cetana. If the    GrandWikis                                 Search
                         Archive DLC is installed, she will also give every empire a  Cetana's
Love specimen.
If a fleet attempts to enter one of the Synthetic Queen's systems before she makes contact, the
fleet goes MIA and the empire receives a special project that costs      10000 physics research.
Otherwise, the project is offered after the Synthetic Queen makes contact. Completing the project
adds 10% progress to the Cetana: The Synthetic Queen situation and the empire receives a second
special project that costs       50000 physics research. Completing the second project allows
entrance into the Synthetic Queen's outpost systems, adds another 10% progress to the Cetana:
The Synthetic Queen situation and gives       500 nanites. Empires that adopted the    Nanotech
tradition tree receive an additional      500 nanites and unlock new dialogue options to gain the
Cetana's Apprentice permanent empire modifier.
Within a year after Cetana constructs her outposts, every empire receives six to 10 special
projects, depending on galaxy size. 5 projects are useful and the rest are empty. One special
project is located within the empire's borders and is always useful, while the rest are located in
random systems that are not controlled by Cetana. Each project requires a science ship and 500
days to complete. Completing a useful project adds 10% progress to the Cetana: The Synthetic
Queen situation and has a 50% chance to create the Cetana: Unlikely Survivor archaeological site
in the empire's home system. Completing an empty project grants a small amount of
engineering,      physics, or     society research. A few months after all useful special projects
have been completed, a special project is issued on an uninhabitable planet within the empire's
borders. Completing it reveals the Cetana: Veiled Temple archaeological site.
Reaching the second stage on the Cetana: The Synthetic Queen situation removes the       opinion
penalty for raiding convoys and outposts. Finishing the situation gives the Bane of the Synthetic
Queen permanent empire modifier and allows declaring war on Cetana.
Until the Cetana: The Synthetic Queen situation is completed, her fleets other than convoys and
outpost guards cannot be attacked and the option to declare war on her is unavailable. Once any
empire declares war, Cetana dismantles her outposts and leaves in place a fleet of 12 Heralds.
The crisis will end when Cetana's colossus is destroyed, at which point all her starbases and ships
self-destruct. The empire that destroys the colossus gains the    Cetana's Heart relic.
Cetana has an       opinion value of all empires. It starts at 50 and can only be affected through
events and dialogue choices. If her      opinion rises above 75, she rewards the empire every 30
months with one of her rewards and loses 10         opinion. If her     opinion falls below 25, she
retaliates every 30 months until her      opinion is increased above 25. Cetana punishes empires
in the following order:
 1. Every system gets      −15% sublight speed and       −10 tracking for 12 months
 2.    −75% Research speed for 30-40 months
 3. Every system gets      −30% sublight speed and       −20 tracking for 30-40 months
 4. Ruler is killed if the empire is not   Gestalt Consciousness and Legion Node is killed if the
   empire Paradox
              GestaltWikis
                                                               Search
          is         Consciousness
Cetana's Rewards
Whenever granting a reward, Cetana gives the empire 50% progress in one of the following
technologies, adding them as a permanent research option:
        Ascension Theory
        Adaptive Armor Hardening
        Advanced Shield Hardening
        Mega-Engineering
        Jump Drives
        Dark Matter Deflectors
        Dark Matter Power
        Living Metal
        Artificial Dragonscales
        Enigmatic Encoder
        Enigmatic Decoder
   If all technologies were researched, she instead gives the Cetana's Thought Cetana's
   Thought technology and any further rewards after that are random repeatable technologies
   Machine empires may receive the technology          Identity Copies after returning the Data
   Cache[1].
Cetana's Work
Cetana's Work represents how close Cetana is to completing her plan. Once complete, the game
ends for every empire. How fast it makes progress depends on the Crisis Strength setting.
Cetana's Work progress is invisible until it reaches 50%.
Around one year after Cetana constructed her outposts, every empire receives a request from her
to retrieve a data cache located in the empire's capital system. Whether they accept or not, they
receive a special project. If Cetana's request is accepted, the special project is available for 900
days. Otherwise, it is only available for 540 days. Once the special project is completed, the
empire has the option to open the cache or send it to Cetana.
   Opening the cache makes Cetana's Work visible early and increases the progress of the
   Cetana: The Synthetic Queen situation.
   Not opening the cache after agreeing to help Cetana lets you choose a huge reward of basic
   resources, advanced resources, strategic resources, or another one of the technologies
   Cetana usually gives. An empire that refused to help Cetana does not receive any reward.
        Materialist empires have the option to hack into the cache and gain both rewards.
Once Cetana's Work reaches 80%, all empires declare war on her and become able to enter all her
systems. Paradox Wikis                                    Search
Requests
Once the data cache special project is completed one way or another, Cetana begins to make a
demand to all empires every 5 years. Giving her what she wants increases progress towards
Cetana's Work. Cetana may request the following:
       1 Pop. Can also offer    2 pops,     25 influence, and      2000 unity to gain 10%
   progress for the Cetana: The Synthetic Queen situation.
      25% Alloys for a year. Can also offer    250% alloys for a year,    25 influence and
   1000 unity to gain 10% progress for the Cetana: The Synthetic Queen situation and     +5%
   naval capacity and      +25% ship build speed for 2 years.
       25% Research speed for a year. Can also offer    50% research speed for a year,
   25 influence and   1500 unity to gain 10% progress for the Cetana: The Synthetic Queen
   situation.
   1 uninhabitable system without a megastructure. Can also offer 2 systems,         50 influence
   and      2500 unity to gain 10% progress for the Cetana: The Synthetic Queen situation.
   1 habitable system without a megastructure. Can also offer 2 systems,   100 influence and
       3000 unity to gain 10% progress for the Cetana: The Synthetic Queen situation and
   +10% naval capacity and       +50% ship build speed for 2 years.
If an empire has the   Head of Zarqlan relic, Cetana asks for it after establishing her outposts.
Accepting gives    +20 opinion while refusing gives    −20 opinion.
Weak Links
After Cetana constructs her outposts, she periodically sends out convoys that travel between
outposts and her capital. The frequency and limit of convoys scales with galaxy size. Every empire
receives a situation log entry called Weak Links that lets them track and ambush the convoys. To
ambush a convoy, a fleet requires at least 50k fleet power. Empires that complete the special
project to enter Cetana's storm also receive a situation log objective that lets them raid the
systems she claimed near the borders of empires. Each time a convoy or outpost is destroyed, the
empire that raided it receives one of the following rewards:
   30% chance to gain 10% progress for the Cetana: The Synthetic Queen situation and
   Cetana's Work is reduced.
   12.72% chance to gain       4 pops from random species that exist in the galaxy
   12.72% chance to gain scaled       engineering research
   12.72% chance to gain scaled       physics research
   12.72% chance to gain scaled       society research
   12.72% chance to gain       10000 alloys
   6.36% chance to gain     1000 nanites
   EmpiresParadox   Wikis                                   Search
           with the Barbaric Despoilers civic have a 5.8% chance to obtain       8000 alloys,
       700 nanites and     3 pops from random species that exist in the galaxy
     Colossus Combat
 Computer
     Psionic empires that breached the Shroud and completed both crisis archaeological sites
unlock a new interaction to reach out to the Animator of Clay when entering the Shroud. The
interaction costs     2000 energy and       500 Zro. Next, the empire must pay one of three
prices:    27182 Zro, a planet, or the ruler. Paying the price disables Cetana's colossus and starts
a special project the requires bringing a transport ship next to it for a month. Completing the
special project instantly defeats Cetana. Instead of the relic, the empire gains her colossus for
itself.
Player crisis
Playable empires can become a crisis as well by taking either the      Galactic Nemesis or
Cosmogenesis ascension perks. Both ascension perks will unlock the Crisis tab, where the crisis
progression comes in 5 levels and grants various perks. The last level can only be unlocked by
independent empires.
An empire becoming a crisis will not stop endgame crises from occurring.
             Paradox Wikis                                         Search
Galactic Nemesis
     Available only with the Nemesis DLC enabled.
An AI empire that became a Galactic Nemesis will have their personality shift to Crisis Aspirant.
    Menace is gained by completing crisis objectives. The amount granted by each objective is
reduced if the galaxy is larger or more populated with empires.
                                                                                Required
                Required
Crisis level             Crisis perk         Effects                    Opinion special
                Menace
                                                                                project
                                 Paid in
                                                −30% Ship upkeep
                          Ambition
Upon reaching Existential Threat level, the empire will gain control of the Aetherophasic Engine.
Should it be fully upgraded, the entire galaxy will be destroyed (with all systems going supernova
and turning into blackholes), and the Galactic Nemesis will be declared winner of the game.
Cosmogenesis
    Available only with the The Machine Age DLC enabled.
Empires that pick the     Cosmogenesis ascension perk will be able to acquire        Advanced
Logic and research expensive technologies to progress through the crisis levels. Compared to a
Galactic Nemesis empire, the character of a Cosmogenesis empire is more dangerously reckless
than malicious, and the end goal is not the
destructionParadox       Wikis
             of the galaxy, though the empire's                     Search
experiments in tampering with the fabric of
reality have far-reaching and often destructive
consequences. Unlike Galactic Nemesis,
reaching Existential Threat level does not lead
to automatic Total War with the galaxy and it
has smaller            Opinion penalties in
comparison, meaning a Cosmogenesis faction
can potentially remain at peace with the rest of       Cosmogenesis crisis progression
the galaxy provided it uses diplomacy
efficiently.
     Advanced Logic is gained by completing crisis objectives. The amount granted by each
objective scales down with each empire present in the galaxy. Most of the hostility of this crisis is
caused by Purging pops via the Synaptic Lathe; while this can be avoided, it will lead to much
slower progression. Because of how Purging mechanics work, it is also possible to bypass the
diplomatic penalties entirely by only using        Gestalt Consciousness pops in the Lathe, or
manually relocating pops to it and keeping the total count under 40.
                                  Advanced
 Objective                                         Description
                               Logic
 Employ Neural Chips               Neural Chip     The scale of our research is such that sacrifices must be
 (yearly)                      jobs                made to accommodate it.
 Research New                  200 − (10 ×         With every new technology, no matter how small, we gain
 Technologies                  empires)            insights in the inner workings of reality.
 Research Applied Infinity 10000 − (200 × Large-scape experiments to alter the rules that govern the
 Theses                    empires)       behavior of reality will yield precious data.
 Secure Galactic                                   Convincing the members of the Galactic Community that
                               100 − (2.5 ×
 Community Support                                 our research is essential would go a long way toward
                               empires)            fulfilling our plans.
 (yearly)
                                                   Located far from any gravitational anomaly, this state-of-
    Control Science            800 − (50 ×
                                                   the-art research facility is used to ascertain unspoiled
 Nexuses (yearly)              empires)            spacetime data.
    Retain Scholarium          250 − (10 ×         Research-focused subjects can help us in our quest for
 Vassals (yearly)              empires)            absolute knowledge.
Once enough     Advanced Logic and special projects are completed, the empire will gain a new
crisis level. Advanced Logic can also be gained by completing the Vultaum precursor chain.
                Required
                                                                                             Required
 Crisis level   Advanced    Crisis perk        Effects                           Opinion
                                                                                             technology
                Logic
                —                                 +10% Monthly                   —           —
                                    Advanced
                                               physics sesearch
                            Logic
 Concern                                          Gain Exponential
                                               Learning Theory as a
                                 permanent research
 Paradox Wikis                   option        Search
                                     Gain Scalable
                       Wetware   Reservoir Computing as
                                 a permanent research
                                 option
                                  Gain Dark Matter
                       Non-
                              Power as a permanent
              Baryonic Energy research option
                                     Can draw Justice
                                 Complex as a random
                                 research option
                                     Can draw
                       Perfect
                                 Shrinkspace Depot as a
              Arcologies         random research option
                                     Can draw Sky Dome
                                 as a random research
                                 option
                                     +10% Monthly
                                 society research
                                     Gain Gravitic Brush
              Gravitational      technology as a
              Tools              permanent research
                                 option
                                     Gain Riddle Escort
                       Riddle
                                 as a permanent research
              Escort             option
                                     Gain Dark Matter
                                 Propulsion as a
                                 permanent research
                                 option
Risk   2000   Antibaryonic                                 −30 Exponential
                                     Gain Enigmatic            Learning
              Advances
                                 Decoder as a permanent        Theory
                                 research option
                                     Can draw Class-3
                                 Singularity as a random
                                 research option
                                Can draw
                   Advanced Nourishment Complex
                            as a random research
              Harvesting
                            option
                                      Can draw Quantum
                                 Drilling Plant as a
                                 random research option
                                             +10% Monthly
           Paradox Wikis                                 Search
                                          engineering research
                                Eternal        Gain Theoretical
                        Expansion         Infinity Thesis as a
                                          permanent research
                                          option
                                              Gain Enigma
                                Enigma    Battlecruiser as a
                                          permanent research
                        Battlecruiser
                                          option
                                              Gain Dark Matter
                                          Deflectors as a
                                          permanent research
                                Exotic                                            Gravitic
                6000                      option                         −70
                                                                               Brush
Danger                  Antibaryons           Gain Enigmatic
                                          Encoder as a permanent
                                          research option
                                              Can draw Aspis
                                          Bastion as a random
                                          research option
                                              Can draw Galactic
                                Complex   Commerce Hub as a
                                          random research option
                        Infrastructures
                                              Can draw Fractal
                                          Administration
                                          Processes as a random
                                          research option
                18000                        +10% Monthly                           Theoretical
                                          physics research            −120     Infinity Thesis
There are multiple endings for Cosmogenesis depending on whether the special project was used
or which black hole was plunged into.
   Picking the supermassive black hole at the galactic core leads to the default ending.
   The following black holes have unique endings: Great Wound, Gargantua, Pantagruel,
   Terminal Egress, the black holes where the Dimensional Horror or The Elder One emerge, the
   black hole where the Horizon Signal event chain started and the black hole created by The
   Worm.
   The Special Project has different endings depending on whether the empire formed a
   Covenant with a Shroud entity or has the     Knights of the Toxic God origin.
   Empires with      Obsessional Directive have a different ending regardless of the chosen
   black hole as long as they never missed their quota and have not gone for the galactic core
   black hole.
Post-Cosmogenesis galaxy
The Cosmogenesis ending will make the empire unplayable and bring the option to switch to
another empire if any exists.
The Cosmogenesis empire will become a Fallen Empire. Its personality will depend on empire
ethics. It will retain all subjects and if it is part of a federation, it will remain as a member. If it
had a Synaptic Lathe, the megastructure is destroyed. If the empire was a             Hive Mind, it will
possess unique civics not found in conventional Fallen Empires. The new Fallen Empire will
resettle all Paradox     Wikis
             habitable planets                               Search
                               and megastructures within its core sector, filling them with Fallen
Empire buildings, and have a Citadel in every system; however, all territory outside the core
sector will be lost.
The following effect will occur upon a Cosmogenesis victory across the entire galaxy:
Every surviving non-capital planet will be radically changed in the following way:
Every empire will gain +20%                 Pop Amenities Usage, −20%                              Happiness and −20
Stability for 5 years.
It is possible to release a sector as a subject before completing the exodus, which will allow the
player to continue playing as the released empire. The subject empire will keep its planets, pops,
and technologies, including the Cosmogenesis technologies.
References
 1. Proof of receiving the Identity Copies tech option as a reward from Cetana as a Gestalt
    Machine empire using Nanite Ascension. https://imgur.com/a/JESLPfW (dead link)
                                                Game concepts
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                       Exploration
                                      Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers
                   Celestial bodies   Celestial body • Colonization • Planetary features • Planet modifiers
                        Discovery     Discovery • Anomaly • Archaeological site • Astral rift • Relics • Collection
                                      Species • Pop modification • Biological traits • Machine traits • Population • Species rights •
                           Species
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                                      Leader • Common leader traits • Commander traits • Official traits • Scientist traits •
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                                           Empire • Origin • Government • Civics • Council • Agendas • Policies • Edicts • Factions •
                            Governance
               Paradox Wikis                                         Search
                                           Traditions • Ascension perks • Situations
                               Resources • Planetary management • Districts • Jobs • Designation • Trade •
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                                           Megastructures
                               Buildings   Planet capital • Common buildings • Unique buildings • Holdings
                                           Ship • Ship designer • Core components • Weapon components • Utility components •
                                  Ships
                                           Mutations • Offensive mutations
                             Technology    Technology • Physics research • Society research • Engineering research
                                           Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence •
                              Diplomacy
                                           AI personalities
                                Warfare    Warfare • Space warfare • Land warfare • Starbase • Crisis
                                           Events • The Shroud • Preset empires • AI players • Stat modifiers • Console commands •
                                 Others
                                           Easter eggs
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