Enclaves

Version

This article has been verified for the current PC version (3.10) of the game.

Spaceborne aliens

Spaceborne aliens

**Enclaves**

Guardians

Marauders

Caravaneers

Enclaves are special AI empires. They do not own any planets or systems, but consist of large stations. Once an empire has made contact with an enclave, they can purchase various services from the enclave. Enclaves are listed in the Diplomacy Menu under the "Others" category. Each enclave has two or three basic interactions, and a number of restricted interactions that can only be used after sufficient  opinion is reached.

The maximum opinion with an enclave is 100, and an empire builds opinion with them by using their services or owning the system with the enclave. Enclaves in owned systems gain  **+1** opinion with the system owner each year. This is not cumulative when owning multiple systems with the same enclave.

When an enclave modifier expires the empire will be offered the option to extend it.

## Curator Order

The Curator Order is an order dedicated to safeguarding lost knowledge and spread across up to three stations. They offer the following services:

## Artisan Troupe

The Artisan Troupe is an enclave dedicated to all arts and spread across up to three stations. They offer the following services:

* Newsletter events give the option to convert  500 energy into  50 influence. It can only happen up to 4 times.
* Equipment malfunction events give the option to gain  500 minerals or  50 influence.
* The more important one grants access to the empire-unique Ministry of Culture building for  500 energy.
 Commission art piece
 Found Art College
 Organize festival
* 10% chance: A stampede kills a pop; either divert the media's attention for  **100** Influence or suffer a negative modifier for two years ( **−20%** happiness,  **−10%** energy from jobs). Increased chance for  Materialist empires.
* 10% chance: Some artisans wish to settle. Accepting will add 2 artisan pops to an owned colony. The climate preference will always match. Increased chance for  Xenophile or  Pacifist empires.
* 5% chance: The artisans steal  **1000** energy, end the festival modifier, and refuse to communicate for 10 years. Increased chance for  Xenophobe or  Materialist empires.

## XuraCorp

XuraCorp is one of the three trader enclaves and the one guaranteed to appear in every game. They offer the following sevices:

 Seek expertise

## Muutagan Merchant Guild

Muutagan Merchant Guild is one of the three trader enclaves. They offer the following sevices:

 Seek expertise

## Riggan Commerce Exchange

Muutagan Merchant Guild is one of the three trader enclaves. They offer the following sevices:

 Seek expertise

## Salvagers

The Salvagers is an enclave dedicated to scrapping and repurposing ships or their materials. They will contact an empire and offer a gift of 150-2000  Alloys if first contact with them is not completed before the empire researches the  Battleships,  Citadel or  Mega-Engineering technology. They offer the following services:

* If scrapping the fleet from the Lost Amoeba event, there's a 25% chance that the space amoeba instead permanently protects the enclave
 Reclaimed vessels
 Salvage some debris
 Engineering research
 Salvage Works buildings
 Hire a master salvager

## Shroud-Touched Coven

 File:Shroudwalker enclave.png

The Shroud-Touched Coven is an enclave dedicated to harnessing the power of the Shroud and spread across up to three stations. Empires with the  Teachers of the Shroud will start in contact with them. They offer the following services:

 Send us a teacher
 Insight on another empire
* 25% chance **+15**  Infiltration
* 25% chance **+20**  Intel
* 10% chance nothing
 Travel via the Shroud

## Mercenary enclaves

Unlike other enclaves, mercenary enclaves do not exist at the start of the game and instead are founded during gameplay.  Gestalt Consciousness empires cannot found mercenary enclaves but they can become patrons by taking ownership of an enclave's system.

 Founding a mercenary enclave requires sufficient mercenary enclave capacity, a fleet of size 50 or larger that cannot cloak led by a commander in an owned system with a moon or asteroid, and no enclave – mercenary or other – already present in that system; this costs  1500 energy,  2000 alloys, and  100 influence. Once the order is given, the enclave constructs its station in the fleet's current system, the fleet's commander leaves the empire to become the leader of the new enclave, and the fleet is transferred to the enclave.

Mercenary enclaves provide the following services:

1. Empires can rent a mercenary fleet for 10 years and gain  **+15** opinion for an  Energy cost that scales with the enclave's opinion and tier. The contract can be renewed at any point for an additional  energy cost and  **+5** opinion. Mercenary fleets are led by commanders with the  Mercenary Warrior trait. If the mercenary enclave station is attacked, all mercenary fleets are recalled, and their clients are refunded between  3000-44000 energy, depending on enclave tier.
2. Empires that have at least  **20** opinion with the enclave can pay  600, 1100, or 2000 energy to hire  5, 10 or 15 mercenary armies. If the enclave is at least tier 4, empires can also pay  1200 or 2300 energy to hire  5 or 10 mercenary mechanized armies. All options will grant  opinion equal to the number of armies hired, plus **5** additional opinion if hiring a mechanized army.
3. Empires that have at least  **30** opinion with the enclave can buy  **+15%** naval capacity for 10 years. This costs between  1000 and 5000 energy based on current capacity and gives  **+15** opinion.
4. Empires that have at least  **40** opinion with the enclave can pay  1000 energy to unlock the  Mercenary Garrison starbase building and gain  **+15** opinion.
5. Empires that have at least  **50** opinion with the enclave can pay  1500 or 5000 energy to gain  **+15%** damage versus a mid-game or end-game crisis.

The empire that owns a mercenary enclave's system, initially its founder, is the enclave's patron. Patrons have slightly reduced prices and receive a dividend at regular intervals. The dividend interval is mechanically a situation, and the base progress rate is **+0.417** per month, resulting in a total time of . With all positive modifiers maxed out, the interval is a mere , though that relies on a non-patron hiring the fleet. More consistently, with the patron hiring the fleet, the minimum interval is . The rate is increased (and thus total interval decreased) by the following:

The dividend can be in the form of basic resources, research, or a fleet if the patron is using less than **95%** of their  Naval Capacity; there is also a small chance of a special dividend or no dividend.

Patrons that have at least  **80** opinion with the enclave can ask it to recall a fleet hired by another empire for a scaling cost and  **−15** opinion; the fleet is recalled after 6 months and then 3 months later hired to the patron for 10 years. The patron can also offer to upgrade the enclave – with a one year cooldown, up to 5 times; upgrading improves the tier of its weapons and grants  **+20** opinion each time, but also increases the fleet recall costs.

Mercenary enclaves build and upgrade ships the same way playable empires do, using all technologies researched by the empire that founded the enclave at the time of the founding. The enclave's patron can grant the enclave all its researched technologies, gaining  **+1000** energy and  **+15** opinion.

## Attacking enclaves

While enclaves never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. With around 10k fleet power and highest level weapons, they are no easy prey. Various rewards can be salvaged from their remnants, depending on the type of enclave destroyed.

* 4 Torpedo T3
* 6 Energy Torpedo T2
* 6 Disruptor T3
* 6 Disruptor T3
* 4 Point-Defense T3
* 10 Armor T5
* 10 Shield T5
* 2 Shield Capacitor
* Tachyon Sensors
* 4 Missile T5
* 6 Laser T5
* 6 Plasma Cannon T3
* 6 Autocannon T3
* 4 Point-Defense T3
* 10 Armor T5
* 10 Shield T5
* 2 Shield Capacitor
* Tachyon Sensors
* 4 Multi-Missiles T2
* 6 Artillery T2
* 6 Kinetic T5
* 6 Autocannon T3
* 4 Flak T2
* 10 Armor T5
* 10 Shield T5
* 2 Shield Capacitor
* Tachyon Sensors
* 6 Laser T5
* 6 Plasma Cannon T3
* 4 Flak T3
* 5 Small Cutting Laser
* 7 Armor T5
* 8 Shield T5
* 3 Hull T2
* 2 Shield Capacitor
* 1 Nanite Repair System
* 1 Orbital Trash Disperser
* 6 Laser T3
* 3 Null Void Beam
* 6 Point-Defense T3
* 18 Shield T6
* 3 Shield Capacitor
 Reward
* 1000 Physics Research
* 1000 Society Research
* 2000 Minerals
* 2000 Minerals
* 7000 Alloys
* 500 Zro
 AI Opinion change

Enclave stations do not drop debris for salvage. Attacking a Curator, Artisan, or Shroudwalker enclave makes every enclave station of the same type unavailable for trade.

## Crystalline empire

If playing with the  Void Dwellers origin (AI empires can't trigger it) then there is a 1% chance that during the mid-game a unique enclave known as the Crystalline Empire spawns near the galactic core. Its system does not have hyperlane connections but instead has a wormhole to a random system in the galaxy. Empires that are not  Genocidal and have not attacked them can offer to help them every 20 years to receive one of the following:

* 1 use of the File:Decision deal.png Settle Crystalline Refugees decision on a  Habitat for 10 years ( 10 Influence for 5  pops)
* 1 use of the File:Decision deal.png Crystalline Construction decision on a  Habitat for 10 years ( 10 influence for  **+8** housing and  **−10%** building cost)
* A level 7  scientist

Destroying the Crystalline Empire enclave grants no rewards.