Federations

The federation types, what each level grants, and the federation laws. Who may form a type follows the empire type below (green = met, red = not met, grey = depends on things the planner can't know); "From planned empire" checks your ethics and civics. Assumes all DLC.

Empire type:
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Galactic Union

base intel 60

Members of this Federation are united in readiness to cooperate. Together, they will deal with whatever problems may arise.

Who can form it noBarbaric Despoilers
  1. Level 1 from the start · 1,200 XP to level 2
    • Galactic Union
      Federation -50% Cohesion Ethics Penalty

      Diverse Ethics impose a 50% smaller penalty to federation Cohesion.

  2. Level 2 · 2,400 XP to level 3
    • Officer Exchange
      Members +25% Federation Naval Cap Contribution

      The amount members contribute towards the Federation Naval Capacity counts for +25% more.

    • Welcoming Nature
      Federation -50% Federation Cohesion malus on joining

      New members impose a 50% smaller Cohesion penalty to the federation.

    • Federal Envoys
      President +1 Envoys
  3. Level 3 · 4,800 XP to level 4
    • Federal Attachés
      Envoys +2 Monthly Unity
      Envoys +0.05 Trust Growth

      Gain 2 Unity and 5% Trust Growth for each Official assigned to the federation by any member.

    • Interior Lines
      Members +10% Federation Space Sublight Speed

      Ship Speed is increased by +10% while in federation space.

    • Sanctity of Office
      President +1 Federation Influence Gain
  4. Level 4 · 9,600 XP to level 5
    • Agree to Disagree

      Failed federation votes impose a 50% smaller Cohesion penalty to the federation.

    • Stronger Together
      Members +25% Damage to Cetana
      Members +25% Damage to Prethoryn Creatures
      Members +25% Damage to the Unbidden
      Members +25% Damage to the Aberrant
      Members +25% Damage to the Vehement
      Members +25% Damage to the Contingency
      Members +25% Damage to Nanites
      Members +25% Damage to Crisis-Seeking Civilizations

      Damage to Endgame Crisis factions: +25%

    • Historical Ally
      President +10% Diplomatic Weight
  5. Level 5
    • Federal Unity
      Envoys +2 Monthly Unity
      Envoys +5 Trust Cap

      Gain 2 Unity and raise Trust Cap by 5 for each Official assigned to the federation by any member.

    • Galactic Peacekeepers
      Members +25% Damage to Cetana
      Members +25% Damage to Prethoryn Creatures
      Members +25% Damage to the Unbidden
      Members +25% Damage to the Aberrant
      Members +25% Damage to the Vehement
      Members +25% Damage to the Contingency
      Members +25% Damage to Nanites
      Members +25% Damage to Crisis-Seeking Civilizations

      Damage to Endgame Crisis factions: +25%

    • League Loyalty
      President +10% Monthly Unity

Trade League

base intel 50

This Federation has a distinct focus on free markets and economic growth.

Who can form it noBarbaric DespoilersMegacorp or Merchant Guilds or Commerce finished

Also unlocked by finishing Commerce

  1. Level 1 from the start · 1,200 XP to level 2
    • Trade League

      Grants access to the Trade League Trade Policy, which grants Energy Credits, Unity and Consumer Goods equal to 50% of our collected Trade. Free and automatic Commercial Pacts between all federation members.

  2. Level 2 · 2,400 XP to level 3
    • Free Trade Agreements
      Members +5% Monthly Trade
    • Interior Lines
      Members +10% Federation Space Sublight Speed

      Ship Speed is increased by +10% while in federation space.

    • Federal Envoys
      President +1 Envoys
  3. Level 3 · 4,800 XP to level 4
    • Standardization of Measures
      Members +5% Monthly Trade
    • Spacelane Security
      Members +5% Trade from Jobs
    • Sanctity of Office
      President +1 Federation Influence Gain
  4. Level 4 · 9,600 XP to level 5
    • Buy Local, Buy League
      Members +5% Monthly Trade
    • Officer Exchange
      Members +25% Federation Naval Cap Contribution

      The amount members contribute towards the Federation Naval Capacity counts for +25% more.

    • Historical Ally
      President +10% Diplomatic Weight
  5. Level 5
    • Preferential Trade Treaties
      Members +5% Monthly Trade
    • Stronger Together
      Members +25% Damage to Cetana
      Members +25% Damage to Prethoryn Creatures
      Members +25% Damage to the Unbidden
      Members +25% Damage to the Aberrant
      Members +25% Damage to the Vehement
      Members +25% Damage to the Contingency
      Members +25% Damage to Nanites
      Members +25% Damage to Crisis-Seeking Civilizations

      Damage to Endgame Crisis factions: +25%

    • Center of Trade
      President +10% Monthly Trade

Research Cooperative

base intel 50

This Federation leans towards technocracy, with an acute focus on discerning universal truths.

Who can form it Materialist or Discovery finished or Machine IntelligencenoBarbaric Despoilers

Also unlocked by finishing Discovery

  1. Level 1 from the start · 1,200 XP to level 2
    • Research Cooperative
      Federation +25% Federation Research Sharing

      Free and automatic Research Agreements between all federation members.

  2. Level 2 · 2,400 XP to level 3
    • Academic Contacts
      Federation +5% Federation Research Sharing

      Federal Research Agreements have their Research Speed increased by 5%.

    • Real Time Peer Review
      Members +5% All Technology Research Speed
    • Executive Research Branch
      President +1 Num Tech Alternatives
  3. Level 3 · 4,800 XP to level 4
    • Language of Science
      Federation +5% Federation Research Sharing

      Federal Research Agreements have their Research Speed increased by 5%.

    • Scientific Inspiration

      Rare technologies already unlocked by another federation member now appear at 2 times the normal rate. This effect would change a 1% chance into a 2% chance.

    • Technocrat
      President +20% Diplomatic Weight From Tech
  4. Level 4 · 9,600 XP to level 5
    • License Production
      Federation +5% Federation Research Sharing

      Federal Research Agreements have their Research Speed increased by 5%.

    • Research Mobilization
      Members +10% All Technology Research Speed (if …)

      Member Modifier: During an ongoing Endgame Crisis, gain 10% Research Speed.

    • Federal Envoys
      President +1 Envoys
  5. Level 5
    • Universal Database
      Federation +5% Federation Research Sharing

      Federal Research Agreements have their Research Speed increased by 5%.

    • Suspended Ethical Protocols
      Members +10% All Technology Research Speed (if …)

      Member Modifier: During an ongoing Endgame Crisis, gain 10% Research Speed.

    • Strategic Construction Initiative
      President +1 Megastructure Build Capacity

Martial Alliance

base intel 50

Members of this Federation seek to close their ranks around the ideals of camaraderie, martial prowess and military cooperation.

Who can form it Militarist or Fortification finished

Also unlocked by finishing Fortification

  1. Level 1 from the start · 1,200 XP to level 2
    • Martial Alliance
      Members +100 Ship Starting Experience
      Members +100 Army Starting Experience
      Members +25% Ship Build Speed
  2. Level 2 · 2,400 XP to level 3
    • Officer Exchange
      Members +25% Federation Naval Cap Contribution

      The amount members contribute towards the Federation Naval Capacity counts for +25% more.

    • Interior Lines
      Members +10% Federation Space Sublight Speed

      Ship Speed is increased by +10% while in federation space.

    • Sphere of Influence
      President -10% Claim Influence Cost
  3. Level 3 · 4,800 XP to level 4
    • Naval Tradition
      Members +1 Commander Starting Skill Level
    • Offensive Spirit
      Members +10% Ship Fire Rate
    • Federal Envoys
      President +1 Envoys
  4. Level 4 · 9,600 XP to level 5
    • Logistical Standardization
      Members +25% Federation Naval Cap Contribution

      The amount members contribute towards the Federation Naval Capacity counts for +25% more.

    • Stronger Together
      Members +25% Damage to Cetana
      Members +25% Damage to Prethoryn Creatures
      Members +25% Damage to the Unbidden
      Members +25% Damage to the Aberrant
      Members +25% Damage to the Vehement
      Members +25% Damage to the Contingency
      Members +25% Damage to Nanites
      Members +25% Damage to Crisis-Seeking Civilizations

      Damage to Endgame Crisis factions: +25%

    • Unifying Might
      Federation +10% Federation Leader Fleet Scale

      Monthly Unity equal to 10% of the size of the Federation Fleet.

  5. Level 5
    • Interstellar Signal Corps
      Members +25% Federation Naval Cap Contribution

      The amount members contribute towards the Federation Naval Capacity counts for +25% more.

    • Galactic Peacekeepers
      Members +25% Damage to Cetana
      Members +25% Damage to Prethoryn Creatures
      Members +25% Damage to the Unbidden
      Members +25% Damage to the Aberrant
      Members +25% Damage to the Vehement
      Members +25% Damage to the Contingency
      Members +25% Damage to Nanites
      Members +25% Damage to Crisis-Seeking Civilizations

      Damage to Endgame Crisis factions: +25%

    • Historical Ally
      President +10% Diplomatic Weight

Hegemony

base intel 40

Federations of this type are most often built around one powerful empire surrounded by lesser satellite states.

Who can form it Rogue Servitor or Authoritarian or Domination finished

Also unlocked by finishing Domination

  1. Level 1 from the start · 1,200 XP to level 2
    • Hegemony

      Members cannot freely leave the federation without the president's approval. If the president refuses, the member gets the Secession Casus Belli to leave the federation.

  2. Level 2 · 2,400 XP to level 3
    • Strength through Unity
      Members +5% Resources from Jobs
      President -5% Resources from Jobs

      No effect.

    • Levy Exemption
      President +1 Country Naval Cap reduction of Fleet Contribution to Federation

      Federation president contributes to federation fleet capacity without deducting their own naval capacity.

    • Federal Envoys
      President +1 Envoys
  3. Level 3 · 4,800 XP to level 4
    • Greater Purpose
      Members +5% Resources from Jobs
      President -5% Resources from Jobs

      No effect.

    • Welcoming Nature
      Federation -50% Federation Cohesion malus on joining

      New members impose a 50% smaller Cohesion penalty to the federation.

    • Join or Die

      President gets the Establish Hegemony Wargoal to force a non-federation empire to join the federation.

  4. Level 4 · 9,600 XP to level 5
    • Universal Service
      Members +5% Resources from Jobs
      President -5% Resources from Jobs

      No effect.

    • Political Overseers

      Research Agreements and Migration Pacts between federations members cost no Influence in their upkeep.

    • Sanctity of Office
      President +1 Federation Influence Gain
  5. Level 5
    • Stronger Together
      Members +25% Damage to Cetana
      Members +25% Damage to Prethoryn Creatures
      Members +25% Damage to the Unbidden
      Members +25% Damage to the Aberrant
      Members +25% Damage to the Vehement
      Members +25% Damage to the Contingency
      Members +25% Damage to Nanites
      Members +25% Damage to Crisis-Seeking Civilizations

      Damage to Endgame Crisis factions: +25%

    • Unifying Might
      Federation +10% Federation Leader Fleet Scale

      Monthly Unity equal to 10% of the size of the Federation Fleet.

    • Hegemonic Privilege
      Federation +10% Diplomacy Weight from Federation Members

      Every member transfers 10% of their Diplomatic Weight to the president.

Holy Covenant

base intel 50

This Federation promotes spiritualist scholarship, and asserts reverence for all things divine.

Who can form it Spiritualist or Harmony finishednoBarbaric Despoilers

Also unlocked by finishing Harmony

  1. Level 1 from the start · 1,200 XP to level 2
    • Holy Covenant
      Members +10% Monthly Unity

      Monthly Unity: +10%

  2. Level 2 · 2,400 XP to level 3
    • Proselytizing Representatives
      Federation +50% Delegate Cohesion Effect

      Officials assigned to the Federation will now provide 50% more Cohesion and increase Spiritualist ethic attraction within our Empire by 20%.

    • Promotion of Culture
      Members +0.5 Unity Produced per 100 Civilians

      Unity Produced per 100 Civilians: +1 Civilians gain additional effects from Empire's ethics.

    • Spread the Holy Word
      President +25% Voting Strength on Divinity of Life Resolutions
  3. Level 3 · 4,800 XP to level 4
    • Ecclesiastical Funding

      Grants access to the Holy Covenant Trade Policy, which converts 50% of our Trade into Unity.

    • Heavenly Accord
      Members +20% Colony Ascension Effects
    • In Pursuit of Ascension
      President -20% Colony Ascension Cost
  4. Level 4 · 9,600 XP to level 5
    • Empowerment of the Priestly Class

      Unity Unity-focused Colony Designations will produce an extra +1 Priests jobs per 25 Pops (this can be further increased via Colony Ascension).

    • Saintly Hierarchy

      Sacred Nexuses and equivalent buildings provide +100 High Priests.

    • Shroud Delving
      President -20% Shroud Delve Cooldown
  5. Level 5
    • A Union of Faith
      Members +15% Pop Growth Speed
      Members +0.3 Mechanical Pop Assembly Speed Reduction
      Members +1 Unity Produced per 100 Bureaucrats (if …)

      Non-spiritualist non-gestalt empires have Bureaucratic buildings swapped for Temples. Spiritualist empires gain +1 Unity Produced per 100 Priests. All empires face 30% slower robotic pop assembly but +15% faster organic pop growth.

    • Zro Catalysis

      Unlocks the Zro Catalysis Edict, which allows us to convert Zro into increased resource output.

    • Reverent Edicts
      President +20% Edict Fund

Laws

Voted on by the members. Higher laws need the federation's centralization raised first, which in turn needs federation levels; most cost cohesion every month while in force.

Federation Centralization

Some Laws are Locked and require increasing the Centralization to unlock them. The Federation must first Level Up to gain access to a Higher Centralization. Be cautious though, as the Centralization is increased, Cohesion will suffer.

LawEffectCentralizationCohesion / monthOnly for
MinimalThe Federation's influence over its members is kept at a minimum.——
LowThe level of Federation influence over member states are kept very low.—-1
MediumThe Federation has a good deal of influence over its members, while still allowing some independent governing.—-2
HighThe Federation's influence over its member states is almost absolute.—-3
Very HighThe Federation has sovereign control over how member states are being governed.—-4

Fleet Contribution

These Laws determine how much Naval Capacity our Members give up for the Federation Navy.

LawEffectCentralizationCohesion / monthOnly for
NoneThis federation has no collaborative military effort.——
LowThis federation has a minor collaborative military effort.2-0.25Galactic Union
LowThis federation has a minor collaborative military effort.2-0.25Trade League
LowThis federation has a minor collaborative military effort.—-0.25Hegemony
LowThis federation has a minor collaborative military effort.3-0.25Research Cooperative
, Holy Covenant
LowThis federation has a minor collaborative military effort.1-0.25Martial Alliance
MediumThis federation has a moderate collaborative military effort.3-0.5Galactic Union
MediumThis federation has a moderate collaborative military effort.3-0.5Trade League
MediumThis federation has a moderate collaborative military effort.2-0.5Hegemony
MediumThis federation has a moderate collaborative military effort.5-0.5Research Cooperative
, Holy Covenant
MediumThis federation has a moderate collaborative military effort.2-0.5Martial Alliance
HighThis federation has an extensive collaborative military effort.4-0.75Galactic Union
HighThis federation has an extensive collaborative military effort.5-0.75Trade League
HighThis federation has an extensive collaborative military effort.4-0.75Hegemony
HighThis federation has an extensive collaborative military effort.3-0.75Martial Alliance

Succession Type

These Laws determine how our President is chosen.

LawEffectCentralizationCohesion / monthOnly for
RotationThe Presidency is rotated between member empires whenever a term ends.—-0.5
RandomWhenever a term comes to end, another member is randomly chosen to become the new president.——
ChallengeThe federation chooses its president by challenge. May the best candidate win.2—
StrongestThe president will be chosen from the most powerful empire, depending on which Succession Power is chosen. The Succession Power laws will become available when this law is active.4-1
StrongestThe president will be chosen from the most powerful empire, depending on which Succession Power is chosen. The Succession Power laws will become available when this law is active.——Hegemony

Succession Power

These laws determines which category is measured for choosing the strongest president.

LawEffectCentralizationCohesion / monthOnly for
EconomyThe president should be chosen from the empire with the strongest economy.——
Diplomatic WeightThe president should be chosen from the empire with the largest Diplomatic Weight.——
TechnologyThe president should be chosen from the empire with the most advanced technology.——
FleetsThe president should be chosen from the empire with the largest and most powerful navy.——

Succession Term

These Laws determine when a Member is chosen for President.

LawEffectCentralizationCohesion / monthOnly for
10 YearsSets a term length for certain Succession Types.——
20 YearsSets a term length for certain Succession Types.——
30 YearsSets a term length for certain Succession Types.——
40 YearsSets a term length for certain Succession Types.——
Status ChangeA new president is chosen whenever another member surpasses them by 25%.——

Succession Challenge Type

Defines which challenge type will be used to determine the next Federation President.

LawEffectCentralizationCohesion / monthOnly for
Arena CombatThe only reasonable way to determine who should be leading our Federation is to drop the rulers of all member nations into a large arena where they must fight each other to the death. Last survivor wins. Victory will depend on: The Ruler's Leader and Species traits The Empire's Ethics and Civics Gestalt Consciousness empires have no rulers that can participate and must forfeit.——
Psionic BattleThe matter of who should be leading our Federation is too important to be decided within the mundane limits of our corporeal realm. Each empire will send their most powerful psychics to face off against one another in a titanic battle that will momentarily rend the very fabric of reality. Victory will depend on: The number of Pops with psionic traits The number of Pops with the Telepath job Zro offerings Empires without psionic Pops cannot participate and must forfeit.——
Golden RuleAll the wonders of advanced civilizations can ultimately be traced back to one simple concept: an abundance of resources. The right to rule should not therefore be measured by native intelligence or brute strength, but by depth of pocket. Victory will depend on: Energy Credits ( Energy ) available Energy Credits ( Energy ) spent Bids are paid into a central fund. How this fund is distributed afterwards is a matter left to the winner's discretion.——
Thesis DefenseThe mantle of leadership must never be granted to the foolish or ignorant. Instead we choose trial by science: exposing the wisdom and insights of ruler and empire alike to the scrutiny of public examination, as each investigates an issue currently facing our Federation. Victory will depend on: The Ruler's Leader and Scientist traits Technology level Each thesis will be reviewed within 60 days. Empires which lack a ruler and at least one scientist at the time of the examination will forfeit.——
Spiritual ConclaveSpiritual purity and the pursuit of traditionalist values shall be the criteria upon which we shall judge our leaders. Only the one most blessed by divine favor shall be deemed worthy of leading us. Victory will depend on: Portion of population working as Priests or other spiritual jobs Unity investment (traditions, Colony Ascension, and available stockpile) Each thesis will be reviewed within 60 days. Empires which lack a ruler and at least one scientist at the time of the examination will forfeit.——

Federation Fleet Construction

This establishes who can construct ships for the Federation Navy.

LawEffectCentralizationCohesion / monthOnly for
EveryoneAny member may order the construction of new ships to the federation fleet.——
Only LeaderOnly the president may order the construction of new ships to the federation fleet.2—

Can Subjects Join

This determines if we allow Subjects or Vassals to Join our Federation.

LawEffectCentralizationCohesion / monthOnly for
NoSubjects may not join the federation.——
YesSubjects are allowed to join the federation.——

Vote Weight

This determines the weight of our Vote.

LawEffectCentralizationCohesion / monthOnly for
EqualEvery member has 1 vote, and each vote has equal value.——
DiplomaticVotes are determined by Diplomatic Weight. More influential members wield more power.3—

War Declaration

These Laws decide how we Declare War.

LawEffectCentralizationCohesion / monthOnly for
Unanimous VoteAll members have to agree to declare any wars.——
Majority VoteA majority vote of members decides if wars will be declared.2—
Majority VoteA majority vote of members decides if wars will be declared.——Hegemony
President DecidesThe president of the federation decides if wars will be declared.4-0.5

Invite Members

These Laws determine how we decide on Accepting New Members to our Federation.

LawEffectCentralizationCohesion / monthOnly for
Unanimous VoteNew federation members have to be approved by all current members.——
Majority VoteNew federation members have to be approved by a majority vote.2—
President DecidesThe president decides if a new member will be accepted or not.4-0.25
President DecidesThe president decides if a new member will be accepted or not.—-0.25Hegemony

Kick Members

These Laws determine how we decide to Kick Members from our Federation.

LawEffectCentralizationCohesion / monthOnly for
Majority VoteA member can be removed from the federation by a majority vote.——
President DecidesThe president wields the power to decide if a member should be removed from the federation.5-0.5
President DecidesThe president wields the power to decide if a member should be removed from the federation.—-0.5Hegemony

Free Migration

This determines if we allow Free Migration among Members in the Federation.

LawEffectCentralizationCohesion / monthOnly for
DisabledMembers have to sign individual Migration Treaties.——
EnabledMigration Treaties are free and automatic between all federation members.3—

Separate Treaties

This determines if we allow Members to have Separate Treaties within the Federation.

LawEffectCentralizationCohesion / monthOnly for
AllowedFederation members are allowed to sign diplomatic agreements with empires outside the Federation.——
ProhibitedFederation members are prohibited from having Research Agreements, Migration Treaties with empires outside the Federation.2-0.1

Commercial Pacts

This determines whether Members have free and automatic Commercial Pacts within the Federation.

LawEffectCentralizationCohesion / monthOnly for
DisabledMembers have to negotiate individual Commercial Pacts.——
EnabledCommercial Pacts are free and automatic between all federation members.5—

Research Agreements

This determines whether Members have free and automatic Research Agreements within the Federation.

LawEffectCentralizationCohesion / monthOnly for
DisabledMembers have to negotiate individual Research Agreements.——
EnabledResearch Agreements are free and automatic between all federation members.5—