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Stellaris Dev Diary #368 - 4.0 Changes: Part 2

Hello everyone!

Today we’re going to take a deeper look at some of the ways we’re adjusting game pacing through changes to Galaxy Generation, Message Settings, Events and Anomalies. Then we’ll take a peek at the Focus system, the Empire Timeline, and a few other changes.

Some of this has already been covered in the announcement diary, but I’ll be providing more up-to-date screenshots and more details. As this is from a build that is still in active development, there will be placeholder icons or temporary text in some of these screenshots, and all of these are still subject to change.

Pacing Adjustments​

Stellaris is a game with many moving parts, each of which interact with other elements to produce a complex whole. Small adjustments in one spot can have significant effects in another, and in the end there can be unexpected impact to the general pacing of the game and overall economy.

Galaxy Generation​

As mentioned in Dev Diary #366, we’ve gone through all of the scripted systems and done a normalization pass on the frequency of these systems appearing, as well as preventing many of them from appearing in empire starting clusters. Some other adjustments have been made to generation as a whole, which should distribute non-guaranteed habitable worlds a bit better and reduce the likelihood of massive clusters of them right around your homeworld.

There were comments in the thread asking for the ability to easily change these weights. Since most of them now use scripted variables, they’ll be very easy to change with mods.
# SYSTEM INITIALIZERS
@spawn_system_rare = 0.1
@spawn_system_uncommon = 0.5
@spawn_system_base = 1
@spawn_system_slightlycommon = 2
@spawn_system_common = 4
@spawn_system_verycommon = 8
@spawn_system_extreme = 16
@spawn_system_max = 99999

@spawn_system_enclave = 100 # first enclave uses this, rest use extreme

As the pool of anomalies and prescripted systems with guaranteed anomalies have also grown over the years, we’ve adjusted the anomaly spawn chance increment a bit to compensate.

Leader Traits​

A minor change from the original announcement is that we’ve implemented a suggestion from the forum thread to have the trait selection levels on even levels - it’s much cleaner overall. Leaders still begin with a starting trait at level 1.

If you have trait selections to make, the leader level up Notifications will show the green “call to action”. If you don’t, they’ll have a more subdued monochrome icon.

Leader positions will also have a significantly greater effect on which traits will be selected for players without Galactic Paragons or those that prefer automatic trait selection. For those that prefer picking leader traits themselves, this bias is instead reflected in which traits are selected for the pool of possible traits whenever a new trait is available.

In Settings, we’re also letting you choose what you would like your default automatic trait selection to be. Any time you take over an empire as the primary human player (a distinction that is primarily relevant for co-op gameplay), it will make sure that the Auto Select Leader Traits box is set to your preference.

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Events, Messages, and Notifications​

We’re going through many events, messages, and notifications to reduce the number of popups that disrupt your general gameplay. While major events still appear as popups, those that don’t require an immediate response or are purely informational have been converted into notifications or toasts.

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The Artisans and Mirror Dimension can wait until I’ve finished what I’m currently doing.

As we’ve been doing this pass, we’ve updated some of the messages that have been converted into toasts, to make them more informative at a glance.

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Empire Focuses and the Timeline​

While designing the Empire Focuses we had several thoughts.
  • Stellaris is a dynamic game full of wonder and possibilities. Our sandbox nature means predefined and structured trees cannot work for us.
  • Tasks provided by Focuses should help guide newer players through the game, providing suggestions for short and medium term goals.
  • Behaving in a manner consistent with your Empire Focus should naturally complete the Tasks from that category.
    • Empire Focus categories are Conquest, Exploration, and Development. (Names subject to change.)
  • Rewards for progress within a Focus category should be intangible.
    • Any rewards you get should feel narratively consistent with your empire’s behavior. For instance, acting as an aggressive militarist should naturally guide your researchers to theorizing applicable technologies.
    • These rewards should reduce the need to rely on lucky draws from the tech pool if you want to pursue your Focus.

The Empire Timeline and Focus share a tab in the Situation Log.
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The current mockup of the Timeline tab. Some differences will exist between this and the final version.

Tasks come in four different categories - Conquest, Exploration, or Development correspond to the three different Focuses, and there are some very basic Tasks at the beginning that are considered “Core”. Completing a Task grants progress within its associated category; Core tasks grant progress in all three.

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Many of the early game tasks are generally straightforward. The tooltips try to give some advice about how to complete them.

At any time your empire will have five tasks offered, weighted toward your selected Focus. Tasks complete automatically and retroactively, so if you’ve already completed an Archaeology Site, it will complete immediately if you draw it. If you have a Task that either feels impossible or isn’t something you want to do, you can discard it for a small Unity cost.

Many of the rewards for progression along a Focus are (currently) research options thematically associated with the Focus. For example, the first Conquest milestone grants Doctrine: Fleet Support as a guaranteed research option, while others in the line include Specialized Combat Computers and Destroyers. You’ll still have to research them, but we’re happy with how your actual actions in game have an impact on the ideas your researchers are coming up with.

The Empire Timeline shows many of the key events of your empire. Beginning with your Origin as the starting point, important milestones will be logged as they happen. Empire firsts feature prominently on the timeline, such as your first colony or the first time you’ve been humiliated by a Fallen Empire, but some other crucial moments are listed as well, such as war declarations, megastructures, when a crisis appeared, or when an accursed rival stole your Galatron.

The timeline has several zoom levels to let you see a general overview of what happened at a glance, or a detailed list of interesting moments.

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Hard Reset​

In the 4.0 ‘Phoenix’ update, we’re adding a new Origin to the Synthetic Dawn story pack called Hard Reset.

As a warning, this Origin gets pretty dark (even for Stellaris), very quickly.

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In this Origin, you begin as the cybernetic battle thralls of an advanced Driven Assimilator that have suddenly lost connection to the gestalt intelligence. Naturally, you were outfitted with some of the finest combat cybernetics available.

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Your civilization begins in an immediate fight for your lives.

Thankfully, as the elite battle thralls of your former masters, you excel at violence. This is good, because you’ll need to fight through rogue barrier fleets that still infest nearby systems.

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I’m sure everything on Dream Loop is fine. No need to investigate further, right?

As with Broken Shackles, the exploration of yourselves as a people is a core part of this Origin, with factions forming a little while after you gain your independence.

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Your sudden independence has also left your populace with some traits that represent your nature as Assimilator battle thralls. As you discover more about your past, you’ll have opportunities to either mitigate or enhance these traits, either by pursuing de-cyberization or by embracing the power of the machine. An alternate path exists where you can instead accept your conflicted nature and… Well, I won’t spoil what happens on that path.

Achievements​

As part of the development process, we decided to take this opportunity to review some of the rules around gaining achievements. As I think that many of the simpler ones are a great tool for letting you know that you’re playing the game “correctly”, so we’ve made a change.

Ironman mode is no longer required to earn most Stellaris achievements. An unmodified game checksum and being in single-player remain as requirements.
  • The "Victorious" achievement has been updated to "Win the game through any victory condition in Ironman mode."

Next Week​

We’re still working on getting things like the pop and planet changes presentable, so next week we’ll likely be talking about Trade and Logistics.

See you then!
 
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The focuses look good so far. Hopefully there won't be too many guaranteed technologies. I like that there is no technology tree in stellaris.

Thank you for working on notifications.
 
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The focus system needs to go straight into the garbage can. I cannot believe some people here are cheering for this.

Stellaris has, over the past few years, seen its wonderful sandbox nature become more and more encroached on by the sort of vapid dopamine-chasing level-up and progress bar systems that infest so many other games these days. And now, this system threatens to turn the ENTIRE GAME into one giant set of progress bars where you complete meaningless tasks to win points and progress along linear tracks.

I do not want to build 10 destroyers. I do not want the game to tell me to build 10 destroyers. I certainly do not want to feel FORCED by the game to build 10 useless destroyers because it unlocks the cruiser tech. I want to do *what I want to do*, not what the game tells me to do.

This system feels like Civ VI's eureka system which turned that game into a ridiculous conga line of silly tasks instead of a real free-form strategy game.

There's nothing to salvage about this system. Remove it. Keep the empire timeline, that part is great. Flesh that out instead, give us more graphs, logs of events, ways to track our progress - the progress we CHOOSE to make, not something we're TOLD to make.
 
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If you are building pretty tall per say and therefor you research destroyers before completing the conquest milestone do we get anything for that or just a pat on the head?

But also please please rethink the Ironman changes. Have an option that disables the console commands but allow for saves and such.
I think when you draw the "mission card" for destroyers it autocompletes, and gives you the reward for it. So whilst you might be doing it in the "wrong" order, you don't get stiffed for doing things quicker than you can draw the cards. :D
 
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The focus system needs to go straight into the garbage can. I cannot believe some people here are cheering for this.

Stellaris has, over the past few years, seen its wonderful sandbox nature become more and more encroached on by the sort of vapid dopamine-chasing level-up and progress bar systems that infest so many other games these days. And now, this system threatens to turn the ENTIRE GAME into one giant set of progress bars where you complete meaningless tasks to win points and progress along linear tracks.

I do not want to build 10 destroyers. I do not want the game to tell me to build 10 destroyers. I certainly do not want to feel FORCED by the game to build 10 useless destroyers because it unlocks the cruiser tech. I want to do *what I want to do*, not what the game tells me to do.

This system feels like Civ VI's eureka system which turned that game into a ridiculous conga line of silly tasks instead of a real free-form strategy game.

There's nothing to salvage about this system. Remove it. Keep the empire timeline, that part is great. Flesh that out instead, give us more graphs, logs of events, ways to track our progress - the progress we CHOOSE to make, not something we're TOLD to make.
Read it again.
You get to do what you want, and *if* you follow the things on the cards - or complete them in your own time - you get small little rewards.
It's not forcing you to do anything to unlock the tech - it also unlocks normally - but if you *do* happen to follow that focus and build them you'll get the rewards.
It isn't however turning the game into a giant set of progress bars, and the tasks so far seem to not be "meaningless" - or linear, since you can drop cards you don't want and complete them in whatever order you feel like (and get credit for cards you already filled when you draw them.

It's a nudge for new players, and a sort of set of breadcrumbs for someone returning or unfamiliar with things.

Specifically with destroyers, I usually find I build some once I get the tech just to keep the military ticking over. Not many, but putting 5 or 10 in a navy isn't unusual once I've got the tech available.
 
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Read it again.
You get to do what you want, and *if* you follow the things on the cards - or complete them in your own time - you get small little rewards.
It's not forcing you to do anything to unlock the tech - it also unlocks normally - but if you *do* happen to follow that focus and build them you'll get the rewards.
It isn't however turning the game into a giant set of progress bars, and the tasks so far seem to not be "meaningless" - or linear, since you can drop cards you don't want and complete them in whatever order you feel like (and get credit for cards you already filled when you draw them.

It's a nudge for new players, and a sort of set of breadcrumbs for someone returning or unfamiliar with things.

Specifically with destroyers, I usually find I build some once I get the tech just to keep the military ticking over. Not many, but putting 5 or 10 in a navy isn't unusual once I've got the tech available.
When there are rewards involved, which potentially give you a major advantage, then it's forced. You can always choose to play poorly in any game, but most people aren't going to do that. If you don't do the tasks, it's going to feel bad and like you're missing out. And the tasks are clearly nonsensical generic chores that have nothing to do with your situation in the game or the roleplaying of your empire.
 
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How will the new origin work with multiple players choosing it? Will there be some overlap like Broken Shackles and Payback?

Also will the empire timeline keep track of the most important thing that I always lose? The damn deceptive gas giant that can be terraformed xD
 
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When there are rewards involved, which potentially give you a major advantage, then it's forced. You can always choose to play poorly in any game, but most people aren't going to do that. If you don't do the tasks, it's going to feel bad and like you're missing out. And the tasks are clearly nonsensical generic chores that have nothing to do with your situation in the game or the roleplaying of your empire.
Because "found a colony", "set a designation", "employ 3 scientists" and so on are *so difficult* to justify doing in every game, right? Are you saying that you think they're "nothing to do with" the early game for almost any empire?

I might not always build defensive platforms, depending on my setup, but I usually find that my situation suggests building destroyers once I've got the tech.
I don't find them "nonsensical" at all.

And the rewards are minor - *and as the opening post says you get the rewards if you've completed them in your own time*, so for the ones we've seen so far you're unlikely to not do them.
Now, might there be some more complicated ones later on that you might not want to do in some games? Sure, but that's why you can redraw them if you don't want to do a particular mission or it doesn't fit.


Earlier you said this should be thrown over for charts and graphs - I've got no interest in that, and would prefer they spent the time on making the missions into something that's always relevant, even if just to give me some goals and interest whilst I'm in the "filling out tech and fleets but not yet ready to conquer a neighbour" - or expanding without *having* a neighbour yet - stage. I'm not even really interested in the timeline. But you don't always get exactly what you want. What they've suggested gives both of us some of what we want, and it's unreasonable to demand everything suits *you*, when other people are appreciative of the idea that the devs have mentioned.
 
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Empire Timeline and proper a proper history feature is something I've wanted for a while now, I've just never expressed my interests in it because I personally believe that Stellaris has other, more pressing issues. But nevertheless I am happy.

Just one thing though: from the looks of it, this timeline looks like it only includes the firsts: The first colony, the first war, the first defeat, you get the idea. Now obviously this is in very early development so it's likely more will be added on later on, but my recommendation is this:

Could it be possible to have filters for milestones achieved? Like we can have filters for only colonization events, filters for just wars, filters for just situations? That's what I'd want to see. Otherwise the timeline of your empire will get very cluttered very fast.

Secondly, what counts as a timeline event? Will every single minor event and anomaly be counted on the timeline? Will we have options to filter those out too? Lastly, I would like to see a screenshot taken every month of our empire just so that I can see how my borders changed and expanded as time progresses. I tend to forget what my empire looked like at a specific date which is what I think the timeline feature is trying to address. I think it would also be interesting to see a similar timeline for galactic history too should we get the very rare and coveted victory screen either by having the most victory points or by activating the Aetherophasic engine.

Next, I want to talk about the new focus tree. Obviously given Stellaris's sandbox nature Paradox couldn't make a solid railroaded national focus tree like as seen in Hoi4 which is at least based upon a kernel of historical parity, but I don't really like the strange card feature either. Again, this is just the very early stages of development, so a lot can still change. We'll just have to wait until May to find out.

Lastly, I want to talk about the new "hard reset" origin. Will it be guaranteed to spawn in an advanced driven assimilator empire somewhere in the galaxy akin to the broken shackles origin? I like the thematics of it, but I think it would be interesting if it always spawns in a driven assimilator empire. Also the last part about it. Will this be yet another path to becoming a fanatic purifier like the Fear of the Dark origin? Will it be the only way for our individualist empire to become a driven assimilator machine intelligence? There are so many ways this new Stellaris version 4.0 could go.
 
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I think when you draw the "mission card" for destroyers it autocompletes, and gives you the reward for it. So whilst you might be doing it in the "wrong" order, you don't get stiffed for doing things quicker than you can draw the cards. :D
I meant if you get the garunteed research option after you already researched it there’s no benefit to that? That’s what I would think but not understanding the reading of it
 
Wait......console is not mentioned here. Please don't ban the console command in regular game just like VIC3. Just let the game that used the valid console command can not complete the achievements is ok, I think.
 
Ironman mode is no longer required to earn most Stellaris achievements. An unmodified game checksum and being in single-player remain as requirements.
  • The "Victorious" achievement has been updated to "Win the game through any victory condition in Ironman mode."
Ah, finally! Perhaps now, after some thousands of hours in Stellaris I can get my first achievement in the game! <3
 
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Will the development tree include certain key techs like strategic resource refining or robot techs.

It currently includes strategic resource techs, the capital building upgrades, and the diplomatic technologies. (We're still refining the rewards though, so this may change.)

Development is mostly about economy and diplomacy, Exploration is mostly scientific, and Conquest is mostly military.

I think you should default to log everything, but filter out most things.

Every historical object we log will end up in the save files so we have to be somewhat selective about what we want to keep track of. (Especially for large galaxies, since ideally we want to have a complete timeline for AI controlled empires in case you switch over to playing them.) There's a lot of stuff that's going to be tracked, as well as a new "dead object database" to keep track of some things that no longer exist.

I don't agree, I think we should have a button that enables achievements but disables console commands.

I have to double check with my Tech Lead, but I'm pretty sure that using any debug commands during a playthrough should block achievements.

If you are building pretty tall per say and therefor you research destroyers before completing the conquest milestone do we get anything for that or just a pat on the head?

Likely a pat on the head. In an earlier iteration, we gave a small amount of research in the field the technology was in, but I'm leaning against it now.

I'm happy with the system acting as a fallback to the normal tech tree to guarantee that research options that thematically match the way you're playing will appear, but very much do not want it to be a system where you feel obligated to complete all of the tasks because it's the only reasonable way to get technology X.

Can you take the Hard Reset origin if you're a Pacifist empire?

No. Hard Reset requires some degree of Militarist. It also doesn't play well with civics that suggest that your civilization has a long and storied past, since you're a bit of a blank slate.

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I'm happy with the system acting as a fallback to the normal tech tree to guarantee that research options that thematically match the way you're playing will appear, but very much do not want it to be a system where you feel obligated to complete all of the tasks because it's the only reasonable way to get technology X.

Apologies if I've misunderstood the system, but are there a lot more focuses than there are rewards? I.e. if we ignored a bunch of them because they didn't fit our playstyle would it still be pretty easy to fill up the meter?

I'm keen to test them out in the beta and keeping an open mind, particularly as most of them seem pretty basic. Though I'm still a little wary that it might incentivise doing weird things like building 10 destroyers that you then delete/scrap purely for the points.
 
This is an exceptionally bad comparison.
Actually, I was hesitant to compare these, but I still find it somewhat fitting. We collectively boiled down the entire Mass Effect series into three images or three colors, and now we are pulling back the curtain on Stellaris by introducing three avenues of "progression" that all lead to the same conclusion. It feels similar. All our roleplay, all our civics, ethics, origins—they all will boil down to these three task tracks. Ultimately, we just seek ways to keep snowballing our fleet power stack in the end. It’s like making decisions, choosing a strategy, having an ascension, building megastructures, selecting our ethics, civics, and pops, and experiencing stories along the way—only to end up with the same massive fleet stack to whack other empires or deal with the endgame crisis.

Or why do you think this is an exceptionally bad comparison?
 
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Actually, I was hesitant to compare these, but I still find it somewhat fitting. We collectively boiled down the entire Mass Effect series into three images or three colors, and now we are pulling back the curtain on Stellaris by introducing three avenues of "progression" that all lead to the same conclusion. It feels similar. All our roleplay, all our civics, ethics, origins—they all will boil down to these three task tracks. Ultimately, we just seek ways to keep snowballing our fleet power stack in the end. It’s like making decisions, choosing a strategy, having an ascension, building megastructures, selecting our ethics, civics, and pops, and experiencing stories along the way—only to end up with the same massive fleet stack to whack other empires or deal with the endgame crisis.

Or why do you think this is an exceptionally bad comparison?
For starters, lets not generalize every player as "we just seek ways to keep snowballing our fleet power". some of us focus on roleplay and a few have even beat the game without building a single ship.
 
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Every historical object we log will end up in the save files so we have to be somewhat selective about what we want to keep track of. (Especially for large galaxies, since ideally we want to have a complete timeline for AI controlled empires in case you switch over to playing them.) There's a lot of stuff that's going to be tracked, as well as a new "dead object database" to keep track of some things that no longer exist.
That sounds like a "how much logging can your computers RAM/Disk take?" question.
So, a game creation setting "logging depth" :)
 
Because "found a colony", "set a designation", "employ 3 scientists" and so on are *so difficult* to justify doing in every game, right? Are you saying that you think they're "nothing to do with" the early game for almost any empire?

I might not always build defensive platforms, depending on my setup, but I usually find that my situation suggests building destroyers once I've got the tech.
I don't find them "nonsensical" at all.

And the rewards are minor - *and as the opening post says you get the rewards if you've completed them in your own time*, so for the ones we've seen so far you're unlikely to not do them.
Now, might there be some more complicated ones later on that you might not want to do in some games? Sure, but that's why you can redraw them if you don't want to do a particular mission or it doesn't fit.


Earlier you said this should be thrown over for charts and graphs - I've got no interest in that, and would prefer they spent the time on making the missions into something that's always relevant, even if just to give me some goals and interest whilst I'm in the "filling out tech and fleets but not yet ready to conquer a neighbour" - or expanding without *having* a neighbour yet - stage. I'm not even really interested in the timeline. But you don't always get exactly what you want. What they've suggested gives both of us some of what we want, and it's unreasonable to demand everything suits *you*, when other people are appreciative of the idea that the devs have mentioned.


You misunderstand and neglect how most people play games like this. The perceived complexity is an indirect challenge for many—to be good at what they are doing. Stellaris is essentially a racing game, where players are forced to find ways to stay ahead in fleet power. Those who care about being successful with their empire must engage with tasks.

Tasks with rewards create a Pandora’s box, leading to posts like:

"I hate that I'm forced to build 20 Destroyers to get Cruisers early and reliably because that's the most efficient way to play! An early Cruiser rush is always a game-changer and puts me ahead!"

We are not wired to just fiddle with a sandbox—this isn’t the Mojang forum. This is Paradox, a company known for its deeply complex and grand strategy games. Any mechanic tied to in-game effects, even minor ones, will influence how players engage with the game. If Stellaris promises sandbox exploration and freedom, yet its systems offer an optimal way to play, players will naturally optimize the fun out of the game.

A task system with rewards—whether open, rigid, or random—will always create scenarios where players who care about efficiency are forced out of their goals or roleplay in order to chase a task if it provides an advantage.

I think I’m repeating myself at this point. You might be right that some experienced players will choose to ignore tasks entirely. But in that case, I have to ask—why have them tied to rewards in the first place?

I do think they are a great tool for new players. Whether new players actually arrive depends on how well the game is received and how effectively word spreads about its quality. But a better approach would be to focus on long-term fans—to increase perceived game quality, fun, depth, engagement, and emergent gameplay. This would naturally create a self-sustaining "moth propaganda machine", where veterans introduce and train new players.

I think I’ve lured 4 to 6 friends into Stellaris and taught them the game—but I’m just not feeling it anymore.
 
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For starters, lets not generalize every player as "we just seek ways to keep snowballing our fleet power". some of us focus on roleplay and a few have even beat the game without building a single ship.

You are right, there are many players with different experiences and its a bad etiquette to generalize, but let's be clear—the game is a determined set of rules, and based on that alone, your roleplay will fail as soon as you are introduced to a threat like a crisis or a war that you cannot win.
Your pacifist spiritualist empire, without any ships, will either use mechanics to rely on other empires' fleets or will simply end their game when the crisis arrives.
 
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