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Stellaris
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Stellaris — Achievement Walkthrough

16 achievement guides · sign in to track your unlocks · Full game page →

What Came Before
Find the home system of a Precursor Empire · 19.7% of players
Medium~Mid game
Find the home system of a Precursor Empire.

Early-game anomalies and excavations drop 'Precursor' breadcrumbs (e.g., the Vultaum, Yuht, First League, Irassian, Cybrex). Collect the chain of clues by surveying systems and researching the special projects that appear; each completed clue narrows the search until the precursor's home system is revealed. Prioritise exploration with multiple science ships and follow the precursor event chain to its end.

Building Better Worlds
Terraform a planet · 18.6% of players
Easy~Early-mid game
Terraform a planet into a different climate.

Research the Terrestrial Sculpting / Climate Restoration techs, then select a planet you own and use the terraform action to change its world type (e.g., turn an arid world into a continental one toward your species' preference). It costs energy and time. Just research the terraforming tech and queue one terraform — the cheapest is shifting a planet one climate step.

Grand Admiral
Have an Empire total fleet power of 100,000+ · 17.0% of players
Medium~Mid-to-late game
Reach an empire total fleet power of 100,000+.

Fleet power scales with ship count, ship size (Battleships/Titans), and tech (better weapons, shields, armor, reactors). Build a strong alloy economy (lots of Alloy Foundries + miners), research repeatable weapon/defense techs in the late game, and fill your naval capacity with top-tier ships. 100k is very reachable by the mid-late game with Battleships and repeatable techs — just keep your alloy income high and pump ships.

Birth of a Federation
Establish a Federation · 14.7% of players
Easy~Early-mid game
Establish a Federation.

Improve relations with a neighbour (open borders, research/commercial agreements, defensive pact, and shared ethics help), then once trust and attitude are high enough, propose forming a Federation and have them accept. Pacifist/Xenophile empires form federations easily. Just befriend one suitable AI empire and send the federation invite.

Omnicultural
Have your ruler be of a different species class than your founding species · 11.6% of players
Medium~Mid game
Have your ruler be of a different species class than your founding species.

Your empire must accept other species into leadership. Use Xenophile/egalitarian-friendly policies and citizenship so other-species pops can become leaders, integrate another species (via migration, conquest, or refugees) with full citizenship and ruler eligibility, then ensure one of them becomes (or is elected) your ruler. Democratic governments make this easiest — run an election a non-founding-species candidate can win, or appoint an other-species ruler in the relevant authority.

Clever Girl
Uplift a species · 10.0% of players
Easy~Early-mid game
Uplift a pre-sentient species to sapience.

Find a pre-sentient species (primitive animals on a surveyed planet — flagged as 'pre-sapient'). Research the Genome Mapping → Epigenetic Triggers tech line (or the relevant Society tech) to unlock the Uplift project, then run the uplift edict/project on that species. Survey widely early to find a pre-sentient species, then research the uplift tech.

Think Tank
Construct a complete Science Nexus · 8.7% of players
Hard~Late game
Construct a complete Science Nexus megastructure.

Needs Utopia and the megastructure ascension perks/techs. The Science Nexus is built in your own territory and, when complete, gives a big research output. Same workflow as other megastructures: secure the ascension perk (Galactic Wonders / Voidborne line), research the specific megastructure tech, then fund the staged construction in a system you control.

Battle Thralls
Have 3 other Empires as vassals · 8.5% of players
Medium~Mid-late game
Have 3 other empires as your vassals at the same time.

You get vassals by winning wars with the 'Vassalize' war goal (or via diplomacy/subjugation on weaker empires). Build a strong fleet, declare wars with the vassalize casus belli against three different weaker neighbours over time, and win each. Alternatively diplomatically subjugate very weak empires. Keep all three as vassals simultaneously to trigger it.

Beyond the Veil
Breach the Shroud · 7.4% of players
Medium~Mid-late game
Breach the Shroud (psionic ascension).

Requires the Psionic ascension path: take the 'Mind over Matter' ascension perk, then 'Transcendence', which unlocks the Shroud. As a Spiritualist empire research/embrace psionics, get the Psionic Theory tech and the ascension perks, then use the Shroud action to breach it (communing with the Shroud entities). Go Spiritualist + psionic ascension and breach once you have the Shroud unlocked.

Captive Star
Construct a complete Dyson Sphere · 6.7% of players
Hard~Late game
Construct a complete Dyson Sphere megastructure.

Requires the Utopia DLC and the Megastructures-related ascension perks: take 'Galactic Wonders' (which needs 'Voidborne' or another megastructure prereq, plus the right techs). Then build a Dyson Sphere over a star with no inhabited planets in the system. It builds in stages (each costs alloys + influence and a lot of time), eventually producing massive energy. Plan ahead: rush the megastructure techs, take Galactic Wonders, pick an empty star, and fund the multi-stage build.

Paradise Found
Terraform a planet into a gaia world · 6.1% of players
Medium~Mid-late game
Terraform a planet into a Gaia world.

Gaia worlds are the ultimate terraform target (perfect habitability for everyone). You need the Climate Restoration tech AND the World Shaper ascension perk (or a spiritualist World Shaper path), which unlocks Gaia as a terraform option. Then terraform an owned planet into a Gaia world — it's expensive and slow, so build up energy first. Take World Shaper, research the prereqs, and convert one planet.

Victorious
Win the game through any victory condition in Ironman Mode · 5.4% of players
Medium~One full campaign
Win the game through any victory condition in Ironman mode.

Achievements only unlock in Ironman (single save, no reloading), so start an Ironman game. 'Winning' means meeting a victory condition by the end date (default 2500, or hit a domination/federation score threshold). The simplest path: a strong tall economy + the largest fleet, then have the highest victory score, or conquer/vassalize enough of the galaxy. Play a forgiving start (e.g., a standard militarist or technocrat build), survive the end-game crisis, and be ahead on score at the end. Set the end date earlier and galaxy smaller to finish faster.

Ringworld Engineers
Construct a complete Ring World · 5.0% of players
Hard~Late game
Construct a complete Ring World.

Like the Dyson Sphere, needs Utopia + Galactic Wonders ascension perk + the Ring World tech. Build it on a suitable star system; it completes in stages and the final sections become enormous habitable districts. Budget a large alloy stockpile and influence, and start early since each stage takes years. (Owning a Ring World section as your capital is the separate 'Put A Ring On It' achievement — move your capital to a completed Ring World section for that one.)

Does Not Compute
Shut down the Contingency plan. · 3.0% of players
Hard~End game
Shut down the Contingency end-game crisis.

The Contingency is one of three end-game crises (it's a rogue-AI extinction event with Ghost Signal + Sterilization Hubs). To beat it you must destroy all its Sterilization Hubs (heavily defended worlds) and ultimately assault its Nexus that spawns. Have a massive late-game fleet (see Grand Admiral), bring armies to take the Hub worlds, and grind down each hub until the final Nexus appears and is destroyed. You can influence which crisis spawns via game settings; prep a huge military before the end-game date.

Peacekeeper
As a pacifist Empire, be at peace for 200 consecutive years (crises do not count as wars) · 1.6% of players
Medium~Long game
As a Pacifist empire, stay at peace for 200 consecutive years.

Play a Pacifist/Fanatic Pacifist empire and simply never go to war for 200 years (end-game crises don't break the streak per the wording). Secure your borders with defensive pacts and a strong defensive fleet/starbases so the AI won't attack you, focus on a tall economy/tech build, and let the clock run. Avoid offensive wars entirely and decline aggression.

Deus Vult
As a spiritualist Empire, own 4 holy worlds · 0.7% of players
Medium~Mid-late game
As a Spiritualist empire, own 4 Holy Worlds.

Play a Spiritualist empire. Holy Worlds are special planets guarded by the Spiritualist Fallen Empire (and a few event ones). Owning four means taking Holy Worlds — usually by waiting for/triggering the Fallen Empire's decline or war, then conquering their holy planets, plus any holy world events. Build a fleet capable of beating Fallen Empire defenses, and seize four holy worlds.