This article has been verified for the current PC (2.6) of the game.A crisis is an End-Game event that can occur and threatens the entire galaxy, each having the ultimate goal of destroying all life. There is no diplomacy beyond exchanging menacing words with the invaders.
Either they are stopped or they eradicate life in the galaxy. Each Crisis has a situation log entry that keeps count of the casualties on both sides and shows how close it is to being defeated and an audio cue that will play in the background and grow more nuanced the more of the galaxy is overrun. Only a single crisis can occur per game.The Crisis Strength setting determines the stats of each Crisis' ships as well as their weapons damage, scaling from 0.25× to 5.0×. In addition higher difficulties will also make every Crisis more powerful.When a Crisis starts all non-genocidal regular empires, even some Fallen Empires, will open their borders to facilitate fighting the said Crisis. Each time a Crisis conquers a planet it causes diplomatic Threat with all empires, making them more likely to cooperate against the Crisis. A Fallen Empires will send their fleets against a Crisis if it approaches their borders and may even awaken to help fight it.The Defender of the Galaxy ascension perk grants +50% damage bonus against Crisis fleets, making it very useful at turning the tide if more conventional means are ineffective. Prethoryn ScourgeThe Prethoryn Scourge Crisis begins with a notice about subspace echoes beyond the galaxy that are approaching.
The new launcher won't let me play Stellaris either. I've tried some tweaks and fixes (I use no mods, just the game as released) but nothing seems to help. I sure hope a new patch arrives after PDX con is done, because right now, the game won't start or play.
Immediately a situation log notice called 'The Coming Storm' is added.On a MTTH (Mean Time To Happen) of 50 years, they will be close enough to get the general direction of the swarm. A system at the edge of the galaxy will be marked as the center of the Invasion. The system cannot be within or near a Fallen or Awakened Empire. It will not be an owned system either unless every rim system is claimed.
The closest 5 systems are marked for the vanguard fleets. 120 months after that, a transmission will be received from the swarm.30 months later the Vanguard will arrive with 12 fleets. 200–600 days after the vanguard the main invasion fleet will arrive at the center system. In each vanguard system 3 Star Brood and 3 Transport Fleets will spawn. At this point the Prethoryn Scourge appears in the contact log but cannot be communicated with. If an empire's primary species has the Hive Minded or Psionic traits it will be able to communicate with the crisis but diplomacy is still impossible. Sentinel FleetIf the Prethoryn Scourge covers at least 20% of the galaxy, the Sentinel empire will spawn.
If a Fallen or Awakened Empire is present it will spawn next to its borders, otherwise it will spawn next to the borders of a random empire. A new black hole system will be spawned for them and they have Fallen Empire level tech although their fleets will lack strength from repeatable technologies.
Every few years the Sentinels will create a fleet as long as they have below 200 ships. Sentinel fleets use the ship appearance of all species archetypes except DLC ones and use top-tier components. Their initial fleet also includes a Fallen Empire titan.
Sentinel admirals have the Sentinel Training trait, giving them +20% damage against the Prethoryn Scourge.If the Prethoryn Scourge covers at least 50% of the galaxy the Sentinels will make a breakthrough in swarm anatomy, giving every empire +20% damage against the Prethoryn Scourge.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. Extradimensional UnbiddenThe Extradimensional Invaders Crisis begins with a note about a massive power surge somewhere in the galaxy. Immediately somewhere in the galaxy a Dimensional Portal, a portal starbase and the main Unbidden fleet will emerge. If the system lies within the borders of an empire the starbase is instantly destroyed. If the Galactic Community was formed a Galactic Priority to fight the Extradimensional Invaders becomes available. 15 days later a second fleet will emerge.
Another 15 days later a third fleet will emerge, contact with the Unbidden will open and the location of the Dimensional Portal will be added to the Situation Log. Extradimensional construction ships will start creating starbases in any available system, which expand their territory, reduce their reinforcement arrival time and make the portal invulnerable.The Dimensional Portal cannot be destroyed until all extradimensional starbases are destroyed. 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.If an Extradimensional fleet reaches an undefended planet it will drain life from orbit. When the planet reaches 100 Devastation it is turned into a barren world with the Terraforming Candidate modifier.
Ring world segments are destroyed by them cannot be rebuilt. Overrun habitats are destroyed entirely and cannot be rebuilt.The Extradimensional Invaders get additional fleets on 55th, 90th, 180th, 265th, 340th, 425th and 550th days after the portal spawns. Extradimensional VehementUnbidden, Aberrant and Vehement ships use different names but are identical save for color. The ContingencyThe Contingency Crisis begins with a signal dubbed the Ghost Signal bouncing across every empire. Every year each empire will be affected by an event, in the following order:.
Every organic empire that uses them will lose one synthetic pop and every machine empire will lose a machine pop in one of two special events. Every organic empire that uses them will lose another synthetic pop mysteriously. Every empire will get a notification about galaxy-wide synthetic disappearances. Every empire will get a notification about the Ghost Signal growing stronger and how it affects machines and synthetic pops differently.A year after the final event the Contingency will activate. Every 50 days one of 4 random uninhabitable planets located in systems with Strategic Resources will transform into 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.
If the Galactic Community was formed a Galactic Priority to fight the Contingency becomes available. The hubs can not 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 but the worlds will not gain a deposit that way.When a planet is captured by the Contingency it immediately starts the process by purging all pops - organic, synthetic and machine alike. 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.The Ghost Signal 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.Available only with the DLC or the DLC enabled.Autonomous Ship Intellects used by Gestalt Consciousness are immune to the ghost signal.Synthetically Ascended species are also immune to the Ghost Signal.Machine Intelligence Empires are affected differently as the Contingency attempts to breach their core and take over the central AI. And as such the bulk of processing resources is redirected to the Firewall to prevent that, significantly reducing the efficiency of their drone workers. While a lower penalty per pop, given the demographic nature of these Empires it might be a much bigger penalty. As they are much more heavily affected, Machine Intelligence Empires will get the special project 'Blocking the Ghost Signal'. The cost is 600 + 100. Pop count Engineering. 5x Jumpdrive Range.
30% Evasion50.724x 1800–4200There are only two courses of action that have the slightest chance of defeating The Reckoning. One is to wait for it to target an Awakened- or Fallen Empire, another crisis or any strong empire with tough fleets to weaken it. The other option is to keep building up for the eventual encounter alone since The Reckoning will usually leave the exiles for last. The Reckoning has relatively low tracking, as it is a single entity, but its range, firepower, fire rate, health, shields and shield regeneration are massive.For all its might, if an empire (including the exiles) is powerful enough to do it, the Reckoning can be defeated conventionally.
One strategy is to dodge its attacks using swarms of corvettes and use weapons that can pierce/ignore shields. The Reckoning targets random planets in its destructive spree, so the player will have several chances to retreat, rebuild, and come back.
During battle the Reckoning will tend to target small ships first and only engage larger ships when all smaller classes are defeated. A combination of two to three dozen carrier battleships with bombers – whose weapons bypass shields – and a large swarm of several hundred corvettes with regular torpedoes (who likewise ignore shields) with about 5 repeatable technologies that boost damage output of both systems have a good chance of greatly weakening or even defeating the Reckoning in a single battle.References.