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Civics
Civics represent the principles of life within an empire and are limited primarily by the power and morality the empire has. Each empire starts with a maximum of two citizens, and can increase this limit to three by researching the Galactic Administration technology or its equivalent. Civics can be changed every 20 years with a government reform, which costs 10 points per size of the empire. If at any point a citizen's conditions are no longer met due to changes in morale or imperial power, the citizen becomes "inactive" and receives no bonuses until the conditions are met.
- 1 Representative Policies
- 1. 1 Permanent Official Policies
- 2. 1 Permanent Corporate Policies
- 3. 1 Permanent Hive Mind Civic Policies
- 4. 1 Permanent Machine Intelligence Civics
Standard civics [ править | править код ]
Official Policies represent the principles that guide daily life within an empire. They can be chosen by empires that are neither Gestalt Consciousness nor Corporate empires, and are heavily influenced by the empire's ethics and power type. If the Galactic Paragons DLC is installed, each Civic unlocks a seat on the Council.
+3% Faction Resource ExitThis society's political system is notorious for intrigue. Power struggles, shady backroom deals, and cover-ups are no different in the March. But those who survive long enough to learn the game tend to learn it well.
- Administrative Class Job Retentio n-20
- Bureaucrat and Priest class jobs produce edit funds equal to their unity production.
This society is renowned for its efficiency. Not only do the magic trains run on time, but the massive bureaucracy required to run an interstellar nation has been greatly streamlined.
- Building and Construction Cost s-15
- Planet Construction Speed +15
- +1 Building Infrastructure
This society is known for its simple but functional architecture. Some have cited this style of architecture as boring or even depressing, but for the most part, concrete gets the job done just as well as any other building material.
+0, 05 Stability from MinersSeveral large mining guilds hold dominant positions in this society. The government relies heavily on their support.
- +1 housing from generators, mining, and farming districts
- -1 housing from urban districts
- -5 housing from urban areas
- +2 housing from farmers, fishermen, and pearl divers
- +1 building slot for every 4 farming districts
- Can research the technology "Agrarian Utopias".
- Cannot research anti-gravity technology.
- Cannot select Arcology Project Ascension perk.
- Pacifier
- Ruthless Industrialists
- Oppressive Empire
- Post-apocalyptic
- Wreckage
- Crushed Ring
- Invalid Residents
A simple and peaceful life is often the most rewarding. This rural society has avoided large-scale urbanization.
- Noble fief buildings can be constructed.
- Noble chateaus can be constructed.
- Capital buildings replace some policy positions with noble jobs.
- 20% chance that the leader starts with additional positive and negative features.
- Oligarchy or Imperium
- Equivalent
- Priest Ascension
- Merchant Guild
- Technocracy
- +15% Monthly Unity
- -15% Empire Size by Pops
- Democracy
- Equivalent
- Xenophobia
- Crusading Spirit
This society is a shining beacon of light in a sea of darkness. Freedom and individual liberty are most valued.
- +2 Soldier Unity
- Naval Ability +15
- Can build Recruiting Offices
- Full POPS citizenship requires full military service and vice versa.
- -1, Army Retention Rate 5
- Army Initial Experience +25
- Democracy or Oligarchy
- Militarist
- Fanatic Xenophile
- Refresherist
Are you doing your part? Full citizenship and the civilian responsibilities that come with it are limited to those who have served in the military. Military service guarantees citizenship.
- Outdoor Leader Pool Size +1
- +1 Energy per Starbase Trading Hub distribution unit
- Can build private colony ships
- Starts with Offworld Trading Company technology
- Can use Trade Diplomacy stance (until interior is perfect)
- +15 population growth from immigration
- +10% worker resources
- Equivalent
- Free shelter
- Oppressive Empire
This society considers it an absolute right of the state to decide where its citizens live and work.
- Commander boot level +2
- Commander experience +20
- Ship fire chance +10
- Fleet command ability +10
- Naval strength +1
- Ship starts +50
Fleets and admirals play an unusually important role in this society, and have a great influence on the political world. They are also very picky when it comes to recruiting new military personnel.
- POP consumer goods maintenance rat e-20
- Can build Ranger Lodge building
- Can build Ranger Lodge Holdings
- Starts with Ranger Lodge building
- Ruthless Industrialists
- Oppressive Empire
This society seeks to coexist with nature. They pay close attention to environmental conservation and limit consumerism wherever possible.
- +1 unit from Priest class allocation
- Capital building replaces certain policy positions with High Priest jobs.
- Oligarchy or Dictatorship
- Spiritualist
- Merchant Guild
- Noble Elite
- Technocracy
To protect their faith, this society is governed by a Religious Council made up of the wisest and most pious members of the clergy.
- +5 Naval Skill Contribution
- +25 Accepting Loyalty
- +1 Vassals are exempt from Partition Pledges
- Can always propose obedience
- Cannot use prohibitions in extension agreements
- Cannot use restrictive clauses in diplomatic agreements
- Cannot use conditions in conflict agreements
This society is organized in a feudal manner, with the ruler's rule based on powerful vassals who govern their territories with a fair amount of autonomy.
- +15 population growth from immigration
- +50 Immigrant Attraction
- +5 Worker Happiness
- -3% Empire Size by Territory
- -3% Territory Maintenance
This society has a reputation as a free haven. The exhausted, the poor, the orphaned masses who want to breathe free - everyone is welcome here, regardless of race or origin.
-1, 5% pop appenity usedThis society was built on strong idealistic values. Whether the current government is loyal to them or not, the people have not forgotten.
- +100 $ Provision Fund
- +1 Priest/Crook work level on the ruler's chief planet
- +1 Extra Leader Attribute Option
- +10% Special Pop Resource Production
Social status and connections should not affect professions. Promoting in this society is based solely on proven ability and talent.
- -20% War Attrition Gain
- -15 Decision Influence Cost
- +5% Diplomatic Weight per opponent
- +40% Gain Faction Cohesion.
- Factions are formed within 3 months
The society's parliamentary system encourages free and lively debate. It is highly beneficial to be favored by one of the dominant political factions.
Councillor Experience +3Simply governing is not enough. The ship of state must be guided by a king who exercises sufficient wisdom and knowledge to steer it.
- +5% Stability
- +1 Cohesion from Inspectors and Telepaths
In this oppressive society, the population is closely monitored and controlled by a large internal police force to nullify any trace of dissent.
- Election Cos t-75
- +1 Advisor Effectiveness
- Coding +1
- Infiltration Speed +10
- Election Years Variance +5
Unbeknownst to the citizens, the society is manipulated behind the scenes by a secret Shadow Council. Appearances must be maintained, but so must the tyranny of the majority. After all, what happens if a fool votes for the wrong candidate? +10% Slave Resource Drain
- 35% Slave Population Ratio
- Slave Happiness +2
+1 Research Substitution
- The capital building replaces some of the politicians' jobs with Science Director jobs.
- Scientists start with a random trait.
- The trait provides research jobs in their field if they govern a world or domain.
- -2% Researcher Maintenance
- Noble Elite
- Noble Elite
- Priest Ascension
- Merchant Guild
- To maximize efficiency, this society is governed by the principles of science and rationality. No interference from the personal whims of an ignorant and dangerous political elite is tolerated.
Replaces Entertainer jobs with work.
- Military Damage +20
- -10% War Attrition Gain
- Mercenary Ability +1
- Duelist Exit Rate +10
+25% expected planetary impact
- -10% planetary ascension cost
- -25% shipping cost based on empire size
- Starts with capital at Ascension Tier 1
- +2 monthly modules
- Can build Bioreactor buildings
- +2% Catalyst Tech Production
Replace the work of a craftsmith with a work workers
- Building host +1 for 3 industrial land (excluding residence)
- Armor point +1
You can use the decadent lifestyle of lifestyle.
- POP growth rate by celebrities +1
- Amenity +5 by the servant
- Happiness of the ruler +4
- Warrior culture
- Sharing of weight
- To maximize efficiency, this society is governed by the principles of science and rationality. No interference from the personal whims of an ignorant and dangerous political elite is tolerated.
+1 Special envoys can be used
- +25% special envoy improves human relationships.
- The diplomatic weight when countering the analysis is+15%
- -1 Size of external leaders
- You can send a diplomatic proposal, but you can't.
- +2% diplomatic weight
- Xenophobia
- Fin d-like cleaning shop
- Spawning
- repayment
- A society where diplomatic attempts that do not start from themselves are completely ignored because they are completely convinced of their advantage.
Module +1 by assignment of administrator class
- Stability due to bureaucratic mission +1
- -A administrator administrator administrator administrator administrator administrator administrator administrator administrator administrator administrator administrator administrator administrator administrator administrator administrator administrator administrator administrator administrator administrator
Fund building has replaced several policy posts with merchants.
- You can use trade diplomacy (except if the inside is perfect).
- Can use Trade Diplomacy stance (until interior is perfect)
- Priest Ascension
- Noble Elite
- Technocracy
You can use general living standards
- It is impossible to use a biological level other than utopia richness and chemical bliss.
- Stability +5
- +5% Stability
- You can build an apartment and utopia apartment housing
- You can build a community farm
- +2% Worker population expansion
- I hate foreigners
- Xenophobia
- Technocracy
- This society believes in the fair distribution of resources, with little distinction between the needs and decisions of the rulers. Everyone works together for the good of the whole.
On planets with two races in the main race ranking, +7, 5% happiness of citizens
- +2, 5% happiness of citizens while oppressing other races
- +100 opinion with empires with the same main race ranking
- -50 opinion with empires with different main race classes
- Race with the same main race class has full citizenship rights
- Race with different main race classes cannot have full citizenship rights
- Race with different main race classes cannot have full military service rights
- Cannot make migration agreements with empires with different main race classifications
- +2 civilian political power
- Fanatical Equalists
- I hate foreigners
- Spawning
- Main Types of Machines
- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
+2 Envoys available
- Diplomatic weight +15
- Trust cap +40
- +75% Envoys improve relations
- Trust cap +5
- Fin d-like cleaning shop
- Spawning
Can build sacrificial temple buildings.
- Can build sacrificial sacred farms.
- Can use sacrifice ordinances
- Sacrificial ritual effectiveness +2
- Spiritualist
- Fin d-like cleaning shop
- Spawning
- Necrophagus
- Cybernetic faith
- This society's religion is built around regular, ritualistic sacrifices. Initiates commit themselves to ten years of study before the consequences end up rippling through their culture.
The Autochthon monument building has been replaced with a Sanctuary of Rest building.
- Gain additional modules from the Leviathan Parade situation.
- +2 Monthly Modules
The Military Academy building is replaced by the Fear Faction building.
- You have a 33% chance to gain 1 Undead army for each dead organic army.
- You can resurrect a slain Organic Guardian.
- +0 from Necromancer.
- Pacifier
- Sovereignty
- Synthetic Fertility
- Main Machine Type
- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
Absent policies for search & rescue debris.
- With a 10 % probability per ship, a ship of the same size can be created.
- -5% mission
- +10% building return and regional return
- +10% Mega building refund
- +10 opinions at Salvisers Encrave
- +1% chance to save ships
+0. 5 module from mutant spa
The main engine- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
- Synthetic conversion ability
- Main Machine Type
+0. 5 section from the lubrication terminal
Main type of machine- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
- Synthetic conversion ability
- Main Machine Type
Building a coordinated Full Philse Center building
- Let's start with the coordinated Full Philication Center building
- When the world is first contaminated, the environmental collapse is triggered.
- Collect+2%minerals from the mineral
- Noble Elite
- Environmental protectionist
- Flower blossoming
- Monument
- Be left behind in life
- Synthetic conversion ability
After the game starts, it is not possible to add or delete until the jump unit is searched.
- Start with 10 boats
- Started with drive subspace technology
- Hypoglycemia speed +15
- +20% research speed
- +5% Anomary analysis
- +50% probability of designing Void craft technology
- Start without a laboratory
- Start without a fleet
- Start with the second science ship
- Start from the second scientist
- Until the hyper drive is studied, private ships use another appearance.
- Some startup technologies have not been studied, but can be used as permanent options.
- Scientific method
- Planetary government
- Colvette
- Abnormal exploration speed +5
- +5% excavation speed archeology
- +3% range drive drive
- Internal perfection
- Fin d-like cleaning shop
- Rule
- Synthetic Fertility
- Broken bond
- Main Types of Machines
- Repayment
- A society where diplomatic attempts that do not start from themselves are completely ignored because they are completely convinced of their advantage.
- Main Machine Type
Leader Experience +2
- +2% Leader XP Gain
- Legendary heroes of the past inspire the youth of this civilization to achieve extraordinary things. Exemplary government officials are expected to embody these ideals.
+1 Skill Activation Leader
- +1 Effective Advisor Ability
- Can build Knowledge Build Domes
- Start with Knowledge Build Dome
- Leader Retentio n-2
- Leader Cos t-2
- The knowledge, principles, and experience of outstanding people are digitized and stored in the Knowledge Dome. Citizens can access this source of wisdom and experience and learn from the ghosts of the past.
Ship Weapon Damage +5
- Ship Construction Speed +5
- War Philosophy policy is fixed to Liberation War.
- Commanders have the Crusader trait.
- Ship Fire Rate +1
- Army Damage +2
- Authoritarian or
- Spiritualist
- Militarist
- Militarist
- Pacifier
- Fanatic Purist
- Spawning
+25% Stellar Threads per Month
- +100% chance of Astral Rifts.
- +10% chance of finding rare technology
- Starbase Dimensional Buildings can be constructed
- +0. 2 Physics Research by Priests
Planetary Sensor Range +2
- Hypoglycemic Speed +10
- Physics Research Speed +15
- Start with Hyperlane Tampering technology as a permanent research option.
- Learn the layout of all star systems within 3 jumps.
- +1 Stability Subscribers Hyperlanes
Colony Ship Cost +200
- -Terraforming Cost +25
- Terraforming Speed +25
- +3 Pre-orientation on Homeworld
- +10% Comfort from Valley Isolated Planet Feature
- +10% Work from Valley Isolated Planet Feature
- +500-5000 Modules from Planet Colonization
- +25-250 Influence when colonizing a planet
- +1000 x Cohesion when activated
- Create a species with 3 Pre-Sapient scans in each colony.
- The Genesis Preserve build decision is triggered.
- Proprietary worlds have the Genesis Preserve planet attribute.
- Uplifting replaces Genesis Preserve with Genesis Monument.
- Pre-Sapients policy is fixed to Protected
- Alien Zoo buildings cannot be built
- +5% Biology research speed
- Xenophobia
- Syncretic Evolution
- Lifeseed
- Synthetic conversion ability
-2% Robotics Sustainment
This society has mastered the means of self-organization. Each machine spawns another, forming an unbroken chain that expands the boundaries of this planet.+1% Alternative Technology Research
- The capital building replaces some of the politicians' jobs with Science Director jobs.
- Coding +1
- -2% Researcher Retention
+2 Initial Commander Level
- Commander boot level +2
- -10% War Attrition Gain
- -5% Army Maintenance
The following policies can only be selected at empire creation and cannot be removed.
Permanent standard civics [ править | править код ]
+20% Monthly Modules
- +10% Pop Growth Rate
- +5% Citizen Population Happiness
- +50 Ordinance Funds
- +1 Encryption
- -1 Decryption
- -1 Emissaries Available
- Conquest Sophism Not Available
- Minister of State Role Not Available on Council
- Start with Council Seat Unlocked
- Diplomatic Restrictions
- Trade Agreements
- Defense Agreements
- Research Agreements
- Immigration Treaties
- Independence Guarantees
- Federations
- Culture Infiltration Before FTL
- +3% Defense Platform Damage
- +3 Defense Platform Hull Points
- Pacifist
- Pacifier
- Xenophobia
- Avid Explorer
- Syncretic Evolution
- Synthetic Fertility
- Dominator
- Fear of the Dark
- Repayment
Can build Gaia Seed Outpost farms
- Starts with Gaia Cedar building - Phase 1
- Deactivated with special synthesis Ascent project
- -5 Gaia Cedar construction cost
- -5% Gaia Cedar maintenance
- Primary species of plantoids or fungoids
- Ruthless industrialists
- Vacant dwellers
- Ruthless Industrialists
- Invalid Residents
+33% Army damage
- +33% Navy ability
- -15% mission cost
- The position of the Council of the State Affairs cannot be used.
- Start with the council seats unlocked.
- Start with Council Seat Unlocked
- Diplomatic Restrictions
- Galaxy Market Place cannot be used
- I can't participate in the galaxy community
- You can use the sophistication of purification
- Different types of empires an d-1000 opinions
- The same type of Fanatic Purifier +200 Opinion
- Except for the mechanical tribes, pops in different races are always purified.
- Get+2 UNITY per purified pop.
- You can use the Harmaged Don bombing policy
- +2%of the monthly month
- Fanatical alien
- Barbarian Desporter
- Prignal Katari school
- Selective affinity
- Avid Explorer
- Domestic guardian deity
- Crusading Spirit
- Synthetic Fertility
- Dominator
- Fear of the Dark
- Synchetic evolution
- Masters of Sindon
- Lifeseed
- Broken Shackles
- Fear of darkness
- Main Types of Machines
- Repayment
- A society where diplomatic attempts that do not start from themselves are completely ignored because they are completely convinced of their advantage.
The sophistication of contempt can be used.
- Duelist Exit Rate +10
- The immigration treaty cannot be concluded.
- Only the war alliance and the Dominion Union can be formed
- Reduction of evaluation to the empire without citizenship
- -20 Empire evaluation from the militaristic empire
- -40 Opinions from an authoritative empire that neither pacifism nor militarism
- -40 Opinions of mysterious observers and compassionate interventionists
- -50 Opinions from other empires
- -The scale of the empire by slaves
- Militarism
- Militarist
- Fanatical purificationist
- Fanatical Equalists
- Spawning
- Dominator
There are no restrictions on the agricultural areas in Ocean World.
- In the rainy climate, the work of the farmer is replaced with a fisherman's job.
- A rural area of humid climate that creates employment with pearl divers
- -50 The cost of minerals in rural areas of wet climate
- +0. 3 Food from fishermen
- +Consumer goods from pearl divers
- Main machine
- Pos t-apocalypse
- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
- Post-apocalyptic
- Crushed Ring
- Invalid Residents
- Main types require waterproofing
No limit to farming in ocean worlds
- Replace farmer jobs with fisher jobs in wet climates.
- A rural area of humid climate that creates employment with pearl divers
- -50 The cost of minerals in rural areas of wet climate
- +0. 3 Food from fishermen
- +Consumer goods from pearl divers
- Main machine
- Pos t-apocalypse
- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
- Post-apocalyptic
- Crushed Ring
- Invalid Residents
- Main types require waterproofing
Start with housing construction
- Holotheaters cannot be built
- Amenities produced and used only by rulers and inspectors
- +1 Director of Command
- Leader Retentio n-20
- +1 Crime per population
- +1 Happiness for rulers
- +0. 2 Modules from inspectors
- Fanatic Authoritarian
- Rural Romance
- Environmentalist
- Environmental protectionist
- Flower blossoming
- Free shelter
- Sharing of weight
- This society believes in the fair distribution of resources, with little distinction between the needs and decisions of the rulers. Everyone works together for the good of the whole.
- Fear of darkness
Can use Dark Matter Agenda
- Start with Dark Matter Drawing Technology
- Home system has 1 Dark Matter Deposit
- +0. 02 Dark Matter from Researchers
- With a deep understanding of the structure of the universe, this society was able to harness the mystical properties of Dark Matter long before the discovery of hyperdrive.
Can build rechargeable starbase bays.
- Can use internal centralizers.
- +1 Soldier Unit
- +20 Diplomatic Weight
- -50 Empire Size from POPS and Regions
- +100 Empire Size from Planets and Branches
- +150 Empire Size from Systems
- +10% Damage to Defense
- +5 Starbase Hull Points
- +5% Starbase Armor Points
- +5% Shield Hit Points for Friendly Systems
- +5% Rate of Fire for Friendly Systems
- +5 Hit Rate for Friendly Systems
- Militarist
- Internal Integrity
- Militarist
- Fin d-like cleaning shop
- Spawning
- Refresherist
- Syncretic Evolution
- Main Types of Machines
- Repayment
- A society where diplomatic attempts that do not start from themselves are completely ignored because they are completely convinced of their advantage.
+2 Organic Trait Selections
- +5 Researcher Society
- -50 Opinion with emerging or unsettled empires
- Can build Genome Service Outreach Farms
- Can build Genome Service Center buildings
- Starts with Genome Service Center buildings
- Cannot research GMOs
- Cannot choose Ascension Path perks.
- Citizen Happiness +2
- Main Machine Types
- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
- Seino Rulers
- Government Beliefs
- Broken Shackles
- This society's religion is built around regular, ritualistic sacrifices. Initiates commit themselves to ten years of study before the consequences end up rippling through their culture.
- Main Machine Type
Corporate Civics represent the business philosophies of major megacorps. Can only be selected by empires with corporate philosophies or by corporate sovereign politicians. If Galactic Paragons DLC is installed, each civic unlocks a seat on the Council.
Corporate civics [ править | править код ]
Can build Franchise HQs. Expansion Agreement Prohibition Clauses cannot be used.
- Diplomatic Agreement Restrictions cannot be used.
- Cannot use prohibitions in extension agreements
- Cannot use restrictive clauses in diplomatic agreements
- +Issues excluded from Split Promise
- -33% Special Topic Conversion Time
- -5% Branch Empire Size
- This megacorporation relies heavily on franchises. Subsidiaries share a larger share of profits with corporate champions in exchange for permission to sell goods under the established brand.
+10% Branch Value
- +2 Profits on Trade Agreements
- This megacorporation's merchant fleet is augmented by semi-independent free traders operating under license.
Empire Size by Syste m-25
- Can build private colony ships
- -2% Prison Construction Cost
- Starbase Influence Cos t-2
- Building better worlds is a risky business, but this megacorporation relies on private researchers to create records and layouts of promising planets.
- +4 Starbase Ability
+8 Commercial Protection
- +1 Gathering Range
- +0. 5 Commercial Value per Commercial Node
- Good business is where you find it. This megacorporation has a long tradition of spreading its influence through the establishment of trading posts. Starbases are bustling commercial centers.
+25% Funding
- +15% Monthly Unity
- This megacorporation has developed great brand loyalty among its consumer base. Its catchy corporate slogan is something most people can recite by heart.
Can build temples to corporate prosperity
- +0. 33 trade per free spiritual pop on planets with an empire or chapter
- +1 trade per prosperity emissary
- +5% Prosperity Temple Ethics Transform Opportunities
- This megacorporation embraces a strange mix of commercial and spiritual values, with clergy and company officials merging into a single role.
35 slave population ratio
- 35% Slave Population Ratio
- Slave Happiness +2
- Pleasure seekers
- Guild
- This society believes in the fair distribution of resources, with little distinction between the needs and decisions of the rulers. Everyone works together for the good of the whole.
- Warrior culture
- A society where diplomatic attempts that do not start from themselves are completely ignored because they are completely convinced of their advantage.
-5% War Attrition Profits
- +50 Ordinance Funds
- Before branching out into other areas, this megacorporation began making its fortune as a media conglomerate. Its PR department has mastered the clinical story and keeps the latest quarterly report presented in the most favorable way.
+2% Payroll Capacity
- Naval Ability +15
- This megacorporation relies on several semi-independent naval contractors to grow its fleet. Contractors compete for bids and are constantly trying to outdo each other.
-Troop Retention +20
- -10% War Attrition Gain
- -5% Army Maintenance
- Mercenary Ability +1
- Stability from Troops +0. 25
- Duelist Exit Rate +10
+1 Leader Pool Size
- +1 Extra Leader Attribute Option
- +1 Coding
- Leader Retentio n-2
- Coding +1
- Leader Cos t-2
- The knowledge, principles, and experience of outstanding people are digitized and stored in the Knowledge Dome. Citizens can access this source of wisdom and experience and learn from the ghosts of the past.
No standard of living can be used other than utopian abundance and chemical bliss.
- Unleash the Mutual Trade Aid Policy
- Stability +5
- +50 Ethical Appeal
- -66% Declining Population Time
- -50% Election Period
- +0 from Race Officials
- +0 from Managers
- Equal
- Xenophobia
- Equivalent
- Xenophobia
- Guild
- Pleasure Seekers
- Burden Sharing
- This society believes in the fair distribution of resources, with little distinction between the needs and decisions of the rulers. Everyone works together for the good of the whole.
- To maximize efficiency, this society is governed by the principles of science and rationality. No interference from the personal whims of an ignorant and dangerous political elite is tolerated.
- +25% Expected Planetary Impact
Planetary withdrawal cos t-10
- -10% planetary ascension cost
- -25% shipping cost based on empire size
- Starts with capital at Ascension Tier 1
- +2 monthly modules
- Can build Bioreactor buildings
- +2% Catalyst Tech Production
- This megacorporation seeks to maximize profits by recycling excess organic matter into advanced resources suitable for space structures.
- Can capitalize on the decadent lifestyle of lifeforms.
+1 POP growth from Entertainers
- POP growth rate by celebrities +1
- Amenity +5 by the servant
- Happiness of the ruler +4
- Pleasure seekers
- Guilds
- This society believes in the fair distribution of resources, with little distinction between the needs and decisions of the rulers. Everyone works together for the good of the whole.
- Warrior culture
+1 Building Acceptance (+0, 34 each) for every 3 Industrial Areas (excluding Settlements)
- Building host +1 for 3 industrial land (excluding residence)
- This megacorporation focuses its production pipeline on only high-quality, high-margin goods, manufacturing and selling great products of art and craftsmanship.
+30 Diplomatic Weight
- Diplomatic weight +15
- +30% Envoys Improve Relationships
- +5% Envoys Improve Relationships
- If you can control what others think, you can control what they do. This megacorporation has a virtual army of experts who can join the battle against public opinion.
Can build sacred sacrifice farms.
- Can build sacrificial sacred farms.
- Can use sacrifice ordinances
- Sacrificial ritual effectiveness +2
- Spiritualist
- Fanatic Cleaner
- Fin d-like cleaning shop
- Spawning
- Cybernetic faith
- This society's religion is built around regular, ritualistic sacrifices. Initiates commit themselves to ten years of study before the consequences end up rippling through their culture.
Can build recursive center farms.
- Pops made with Organic Pop Assembly have Zombie capabilities
- Start with 3-4 pops with Zombie capabilities
- Defeated Organic Guardians can be resurrected
- After 80-120 years, you can win Imperial Contract Modifiers to control your empire
- +0 from Necromancer.
- Equivalent
- Equivalent
- Necrophages
- Seino Rulers
- Cybernetic faith
- This society's religion is built around regular, ritualistic sacrifices. Initiates commit themselves to ten years of study before the consequences end up rippling through their culture.
- Main Machine Type
- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
Main Machines
The main engine- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
- Artificial Insemination
- Synthetic conversion ability
- Main Machine Type
Main Machine Types
Main type of machine- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
- Synthetic Fertility
- Synthetic conversion ability
- Main Machine Type
Each piece of ship debris gives a 10% chance of building a ship of the same size.
- With a 10 % probability per ship, a ship of the same size can be created.
- -5% mission
- +10% building return and regional return
- +10% Mega building refund
- +10 opinions at Salvisers Encrave
- +1% chance to save ships
+0. 5 module from mutant spa
- Let's start with the coordinated Full Philication Center building
- When the world is first contaminated, the environmental collapse is triggered.
- Collect+2%minerals from the mineral
- Noble Elite
- Environmental protectionist
- Flower blossoming
- Monument
- Be left behind in life
- Ruthless Industrialists
- Synthetic conversion ability
After the game starts, it is not possible to add or delete until the jump unit is searched.
- Start with 10 boats
- Started with drive subspace technology
- Hypoglycemia speed +15
- Starbase starting location is Starhold
- Starbase upgrade speed +30
- +30% starbase construction speed
- +30% starbase unit construction speed
- +25% resources from orbital stations
- Start with no labs
- Start with no fleets
- Start without a fleet
- Start with the second science ship
- Start from the second scientist
- Until the hyper drive is studied, private ships use another appearance.
- Some startup technologies have not been studied, but can be used as permanent options.
- Scientific method
- Planetary government
- Colvette
- Abnormal exploration speed +5
- -2, 5% Orbitude station construction cost
- Corporate protection
- Sobulin protection
- Hyper space traffic
- Synthetic Fertility
- Genesis Guide
- Rule
- Broken bond
- Main Types of Machines
- Repayment
- A society where diplomatic attempts that do not start from themselves are completely ignored because they are completely convinced of their advantage.
- Main Machine Type
+5% Special political power
- This giant company is operated by a highly optimized powerful split system. Such an approach means that the given work is always performed by the most competent employees.
- +1 Leadership original ability
+1 Effective consultant ability
- +1 Effective Advisor Ability
- Can build Knowledge Build Domes
- Start with Knowledge Build Dome
- Leader Retentio n-2
- Leader Cos t-2
- The knowledge, principles, and experience of outstanding people are digitized and stored in the Knowledge Dome. Citizens can access this source of wisdom and experience and learn from the ghosts of the past.
-5% ship maintenance
- +1 Capacity of mercenary safe
- Commander has the characteristics of the Liberation Materials.
- You can use a pirate attack.
- +1% ship fire rate
- +1 Commercial protection
- Army Damage +2
- Pacifist
- To fight space pirates and protect the borders, this mega Corporation has used the infamous pirate as a military advisor and a fleet commander.
- Pacifier
+1 doctor's job from the capital building
- Benefits from the doctor +2
- Trade value from a doctor +4
- Corporate clinic farm is possible
- Started with a genetic clinic building
- Introduction of genetic medical technology
- Started subcutaneous stimulation technology as a permanent research option
- Population increase rate +1
- Resident rate +1
- Broken bond
- Depreciation
- Main Types of Machines
- A society where diplomatic attempts that do not start from themselves are completely ignored because they are completely convinced of their advantage.
- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
Probability that astral lift occurs with a unique system +100
- +100% chance of Astral Rifts.
- +10% chance of finding rare technology
- Starbase Dimensional Buildings can be constructed
- +0. 2 Physics Research by Priests
- The Society believes that there is a divine presence beyond the folds of space-time. Star systems with high instability hold sacred significance as places of pilgrimage and research.
- Corporate death cult
- Spiritualist
- Dimensional cult
- The association believes that there is a sacred presence beyond the space and time. The highly unstable star system has a sacred meaning for them as a pilgrimage and research.
- Necrophagus
Planetary Sensor Range +2
- Hypoglycemic Speed +10
- Physics Research Speed +15
- Start with Hyperlane Tampering technology as a permanent research option.
- Learn the layout of all star systems within 3 jumps.
- +1 Stability Subscribers Hyperlanes
- Hyper lane specialty
- Syncretic Evolution
- Rule
-25% Terra forming cost
- -Terraforming Cost +25
- Terraforming Speed +25
- +3 Pre-orientation on Homeworld
- +10% Comfort from Valley Isolated Planet Feature
- +10% Work from Valley Isolated Planet Feature
- +500-5000 Modules from Planet Colonization
- +25-250 Influence when colonizing a planet
- +1000 x Cohesion when activated
- Create a species with 3 Pre-Sapient scans in each colony.
- The Genesis Preserve build decision is triggered.
- Proprietary worlds have the Genesis Preserve planet attribute.
- Uplifting replaces Genesis Preserve with Genesis Monument.
- Pre-Sapients policy is fixed to Protected
- Alien Zoo buildings cannot be built
- +5% Biology research speed
- Xenophobia
- Hyper lane specialty
- Syncretic Evolution
- Broken bond
- Lifeseed
- Synthetic conversion ability
There is no commercial agreement
Permanent corporate civics [ править | править код ]
+20% Monthly Modules
- You can make special companies that increase crime
- You can build a branch without obtaining commercial permission
- -20% branch cost
- Infiltration speed +20
- +1 Cryptence decoding
- +1 Concealing resistance
- Coding +1
- This megacorporation can trace its origins back to crime syndicates, and eventually grew so powerful that it replaced all forms of local government.
No limit to agriculture in ocean worlds.
- In the rainy climate, the work of the farmer is replaced with a fisherman's job.
- A rural area of humid climate that creates employment with pearl divers
- -50 The cost of minerals in rural areas of wet climate
- +0. 3 Food from fishermen
- +Consumer goods from pearl divers
- Major machine type
- Fisher
- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
- Crush ring
- Post-apocalyptic
- Crushed Ring
- Invalid Residents
- Main types require waterproofing
No limit to farming in ocean worlds
- Replace farmer jobs with fisher jobs in wet climates.
- A rural area of humid climate that creates employment with pearl divers
- -50 The cost of minerals in rural areas of wet climate
- +0. 3 Food from fishermen
- +Consumer goods from pearl divers
- Major machine type
- Fisher
- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
- Crushing Ring
- Post-apocalyptic
- Crushed Ring
- Invalid Residents
- Main types require waterproofing
Start with housing construction
- Can use internal centralizers.
- +1 Soldier Unit
- +20 Diplomatic Weight
- -50 Empire Size from POPS and Regions
- +100 Empire Size from Planets and Branches
- +150 Empire Size from Systems
- +10% Damage to Defense
- +5 Starbase Hull Points
- +5% Starbase Armor Points
- +5% Shield Hit Points for Friendly Systems
- +5% Rate of Fire for Friendly Systems
- +5 Hit Rate for Friendly Systems
- Militarist
- Internal Integrity
- Militarist
- Hyper lane specialty
- Fin d-like cleaning shop
- Synthetic Fertility
- Refresherist
- Syncretic Evolution
- Main Types of Machines
- Repayment
- A society where diplomatic attempts that do not start from themselves are completely ignored because they are completely convinced of their advantage.
Dark Matter Agenda available
- Start with Dark Matter Drawing Technology
- Home system has 1 Dark Matter Deposit
- +0. 02 Dark Matter from Researchers
- With a deep understanding of the structure of the universe, this society was able to harness the mystical properties of Dark Matter long before the discovery of hyperdrive.
Can build rechargeable starbase bays.
- It has a 33%chance of a superconductor.
- Trade value from the Orgmener +4
- Trade value from trade merchants for each government attribute +1
- Population increase rate from merchants +0. 5% for each government attribute
- You can build an Augmentation Bazaar building.
- You can build an of f-world implant hub farm.
- Block all ascension paths except cybernetic
- Resources from cybernetic pop +1
- Main machine type
- In an uncertain universe, only family can be trusted. This culture selects races that it defines as equal.
- Broken Shackles
- Main Machine Type
The Civic of Hive Mind represents the various characteristics of the empire's collective consciousness. Each citizen increases the experience value obtained from a specific council node by +25 %.
Hive Mind civics [ править | править код ]
Hive Mind is almost interested in material comfort. The Hive Mind can split attention to gain the maximum efficiency without losing the large bureau.
+25% Planetary Ascension phenomenon-10% Planetary ASCENSION cost
- -10% planetary ascension cost
- -25% shipping cost based on empire size
- Starts with capital at Ascension Tier 1
- +2 monthly modules
+1 / +1, 5 / +1 Research by unemployed drone
- The capital building replaces some of the politicians' jobs with Science Director jobs.
- +15% month module
-1 Maximum negative leader characteristics
- +15% Monthly Unity
- Hive mind autonomous drones often share knowledge through direct links and bypass a slo w-minded registration process.
-20% Army maintenance
- -10% War Attrition Gain
- -5% Army Maintenance
- Mercenary Ability +1
- Commander boot level +2
Automatic reset probability +50
- +25 Ordinance Fund
- Remove Reinstall Pop Module Cost
- This megacorporation has developed great brand loyalty among its consumer base. Its catchy corporate slogan is something most people can recite by heart.
- Replaces Drone Foundry operations with Catalyst Drone operations.
Can build Bioreactor buildings
- The hive mind recycles excess organic matter into advanced resources suitable for space structures.
- +2% Catalyst Tech Production
Automatically builds a research station on managed deposits every 4 months if a mining station cannot be built.
- Can develop strategic resource deposits without technology a t-75% production.
- -5 Megastructure Construction Cost
- +10 Megastructure Construction Speed
- +10% Mining and Exploration Station Module Cost
- This hive mind calls space its domain. Specially developed aircraft can go through their entire life cycle without ever entering a world's atmosphere.
- +2 Envoys available
+15 Diplomatic Weight
- Diplomatic weight +15
- Trust cap +40
- +20 Opinion with Individualistic Empires
- Trust cap +5
- Tarbor
- Necrophagus
- The Hive Mind can reach the minds of others, offering glimpses into our will and aiding in their understanding.
- Cybernetic faith
+50 Attack Speed with Space Fauna Weapons
- Corvette activation replaces Space Amoeba.
- Starbase Codiceptic Reanimation buildings can be constructed
- Fallen Space Fauna resurrect
- Fallen Organic Guardians can be resurrected
- Highly specialized drones infected with simple mainframes and capable of issuing rudimentary commands form the backbone of this hive's stellar defense.
- +0 from Necromancer.
Leviathan Parade Opportunities give additional cohesion.
- Devoured Swarm
- +2 Monthly Modules
- Necrophagus
- The Hive Mind can reach the minds of others, offering glimpses into our will and aiding in their understanding.
+Additional Leader Attribute Options
-1 Unified Leader Maintenance
- If not Lithoid, +2 Leader Food Maintenance
- If Lithuanian, +2 Mineral Maintenance Leader
- The hypermetabolic machines evolved in this colony have increased autonomy. Their intake of digestible material is increased while their decision-making and situational awareness are enhanced.
- +1 Skill Launch Leader
Skill "Effective Advisor" +1
- Can build a knowledge building dome
- Can build Knowledge Build Domes
- Start with Knowledge Build Dome
- Leader Retentio n-2
+10% Hypoglycemic Speed
- Hypoglycemic Speed +10
- Physics Research Speed +15
- Start with Hyperlane Tampering technology as a permanent research option.
- Learn the layout of all star systems within 3 jumps.
- +1 Stability Subscribers Hyperlanes
-25% Terraforming Cost
- -Terraforming Cost +25
- Terraforming Speed +25
- +3 Pre-orientation on Homeworld
- +10% Comfort from Valley Isolated Planet Feature
- +10% Work from Valley Isolated Planet Feature
- +500-5000 Modules from Planet Colonization
- +25-250 Influence when colonizing a planet
- +1000 x Cohesion when activated
- Create a species with 3 Pre-Sapient scans in each colony.
- The Genesis Preserve build decision is triggered.
- Proprietary worlds have the Genesis Preserve planet attribute.
- Uplifting replaces Genesis Preserve with Genesis Monument.
- Pre-Sapients policy is fixed to Protected
- Alien Zoo buildings cannot be built
- +5% Biology research speed
- This group focuses on the mechanics of emergence of new species. As overseers of the forces of evolution, they designate parts of their worlds to ensure the evolution of lifeforms that are accessible in advance.
- Synthetic conversion ability
+25 Ship Capital Points
Permanent hive mind civics [ править | править код ]
+20% Monthly Modules
- -50% Starbase Influence Cost
- +40% Military Damage
- +20 Biological Research Speed
- -25% Ship Cost
- +33% Navigation
- +200 Food when removing dangerous wildlife suppressants
- The position of the Council of the State Affairs cannot be used.
- Cannot make diplomatic agreements
- Cannot join the Galactic Community
- You can use the sophistication of purification
- Different types of empires an d-1000 opinions
- Non-crafted pops are always eaten and cannot be treated equally
- +2 benefit from consumption of foreign pops
- Social Survey
- Ritorto
- Indirectly
- Monomaniac
- Guardian Pamphlet
- Common Points
- Dominator
- Fear of the Dark
- Synchetic evolution
- Masters of Sindon
- Fruitful Partnership
- Our hive mind exists only to consume and become stronger. We collect all available lifeforms and evolve to consume the galaxy!
Vessel capital points +25
- -50% Starbase Influence Cost
- +40% Military Damage
- +40% military damage
- -25% Ship Cost
- +33% Navigation
- +200 Food when removing dangerous wildlife suppressants
- The position of the Council of the State Affairs cannot be used.
- Global consumption determination can be used
- Genosidal
- Cannot join the Galactic Community
- I can't participate in the galaxy community
- You can use the sophistication of purification
- Different types of empires an d-1000 opinions
- Non-crafted pops are always eaten and cannot be treated equally
- +2 benefit from consumption of foreign pops
- Social Survey
- Ritorto
- Indirectly
- Monomaniac
- Guardian Pamphlet
- Common Points
- Dominator
- Fear of the Dark
- Synchetic evolution
- Masters of Sindon
- Fruitful Partnership
- Our hive mind exists only to consume and become stronger. We collect all available lifeforms and evolve to consume the galaxy!
- Starts with Gaia Cedar building - Phase 1
- Deactivated with special synthesis Ascent project
- -5 Gaia Cedar construction cost
- Vacant dwellers
- Invalid Residents
- Started with drive subspace technology
- Hypoglycemia speed +15
- Know the layout of all systems within three jumps of pride
- +1 Stability Subscribers Hyperlanes
- Hyper detection range +2
- -The Starbase has a 20%effect on the distance cost
- Start without a laboratory
- Start without a fleet
- Start with the second science ship
- Start from the second scientist
- Until the hyper drive is studied, private ships use another appearance.
- Some startup technologies have not been studied, but can be used as permanent options.
- Scientific method
- Planetary government
- Colvette
- Abnormal exploration speed +5
- Genesis Symbiotes
- Broken bond
- Main Types of Machines
- Repayment
- A society where diplomatic attempts that do not start from themselves are completely ignored because they are completely convinced of their advantage.
The Defense Force was replaced by a fanatic guardian.
- Can use internal centralizers.
- +1 Soldier Unit
- +20 Diplomatic Weight
- Diplomatic weight +20
- +100 Empire Size from Planets and Branches
- +150 Empire Size from Systems
- +10% Damage to Defense
- +5 Starbase Hull Points
- Necrophagus
- The Hive Mind can reach the minds of others, offering glimpses into our will and aiding in their understanding.
+Characteristics of machine model +2 points
- +5 Researcher Society
- -50 Opinion with emerging or unsettled empires
- Can build Genome Service Outreach Farms
- Can build Genome Service Center buildings
- Starts with Genome Service Center buildings
- Warren Warren
- Research of genetic modification technology is not possible
- Citizen Happiness +2
- Main Machine Types
Synthetic Dawn DLC or Age of the Machine can only be used.
Machine Intelligence civics [ править | править код ]
The Civix Intelligence Engine represents various instructions and construction purposes of centralized artificial intelligence. These are collected only by the empire with mechanical intelligence. Each Civic increases the experience value obtained from a particular council node by +25 %. This mechanical empire's individual unit is built at an exceptional level and requires minimal operation and maintenance.
-Ch Construction and regional cost+15%.
- Building and Construction Cost s-15
- Planet Construction Speed +15
- Since its establishment, intelligence machines, which have been organizing all planetary construction, have performed efficiently in all types of facility construction projects.
-25% leader maintenance
- +1 Leader pool size
- +1 Coding
- +25% special envoy improves human relationships.
The intelligence engine pays attention to the production equipment maintenance, updates the existing standards regularly, and adjusts individual modules on the assembly line.
Engineering research speed +20
- Encryption +1
- -1 Decryption
Number of modules for maintenance work +1
- +5% drone chores
- Our mechanical intelligence prioritizes the regular maintenance of the unit. Maintenance drones regularly upgrade our units and adjust to the maximum performance and compatibility.
-15% Pops Imperial scale
- +50% Automatic reinstall probability
- Remove Reinstall Pop Module Cost
- This megacorporation has developed great brand loyalty among its consumer base. Its catchy corporate slogan is something most people can recite by heart.
- Replaces Drone Foundry operations with Catalyst Drone operations.
One of the predecessor system of the intelligence machine was to supervise the planet side mining work and was tasked with improving metal production.
+1 Survival options
- The capital building replaces some of the politicians' jobs with Science Director jobs.
- Coding +1
- The trait provides research jobs in their field if they govern a world or domain.
Various technical mechanical intelligence units can cooperate with higher efficiency by highly united engineering standards.
Commander start level +2
- Commander boot level +2
- -10% War Attrition Gain
- -5% Army Maintenance
-Robot maintenance rate 10
- Maintenance of building and are a-10
- -5% maintenance
- This intelligence machine uses standard parts that can be exchanged for a long life material for all products, and configure a production system that minimizes waste.
+25% planetary impact assumption
- -10% planetary ascension cost
- -25% shipping cost based on empire size
- Starts with capital at Ascension Tier 1
- +2 monthly modules
This mechanical intelligence reuses redundant organic matter into advanced resources suitable for space structure.
Space base capacity +50
- -50% orbital station construction cost
- +50% mining
- -50%chore drone output
- -1 Energy from engineers
- -2 Minerals from the mineral
- Star Bay Star Bass Star Unit can be built
- Building Star Base Astroming Hub
- Unit construction cannot be built solar panel network star base
- The machine intelligence is specialized in orbit operations and collecting resources. The drone of the underlying work demonstrates a poor performance in the planet side task.
The simulation building is replaced by the sanctuary of the rest building.
- Get additional unity from the Leviathan Parade opportunity.
- +2 Monthly Modules
- animator
- Intelligence engines are carefully analyzed the entropy of a wider universe to complete the understanding of the core protocol. Redundant is a matter of course, on the way to a larger resilience.
Proof speed +25
- Encoding +1
- Coding +1
- +25% special envoy improves human relationships.
- Reliability upper limi t-25
- Start with basic cloaking field technology as a permanent research option.
- This machine intelligence has optimized hacking and surveillance protocols. Gaining information by any means is one of the machine's key principles.
You can build the Hyper Lubrication Basin building.
- This machine empire has improved basic drone shell production by applying a highly aggressive lubricant to it, controlled by a carefully programmed terminal. This "optimized" process relies on by-products that would normally be discarded from industry that are now reused for maximum efficiency.
Building a coordinated Full Philse Center building
- Start with 10 boats
- Started with drive subspace technology
- +3 Monthly Modules from Observation Posts
- +50% Observation Insights stat progress
- Earn a small amount of Unity upon First Contact completion
- Start without a laboratory
- Start without a fleet
- Start with the second science ship
- Start from the second scientist
- Until the hyper drive is studied, private ships use another appearance.
- Some startup technologies have not been studied, but can be used as permanent options.
- Scientific method
- Planetary government
- Corvettes
- Abnormal exploration speed +5
- animator
- Intelligence engines are carefully analyzed the entropy of a wider universe to complete the understanding of the core protocol. Redundant is a matter of course, on the way to a larger resilience.
- Genesis Symbiotes
+1 Leadership Launch Ability
- Can build a knowledge building dome
- Can build Knowledge Build Domes
- Start with Knowledge Build Dome
- Leader Retentio n-2
+Additional Leader Function Options
- If not Lithoid, +2 Leader Food Maintenance
- If Lithuanian, +2 Mineral Maintenance Leader
- The units this machine intelligence produces are equipped with autonomous decision-making software. They are more efficient and effective than their predecessors, but require more power.
+2 Planetary Sensor Range
- Hypoglycemic Speed +10
- Physics Research Speed +15
- Start with Hyperlane Tampering technology as a permanent research option.
- Learn the layout of all star systems within 3 jumps.
- +1 Stability Subscribers Hyperlanes
+2 Available messengers
- Diplomatic weight +15
- +35 Reliable upper limit
- +50% special envoy improvement
- Originally designed for a different cultural interpreter, the machine intelligence is excellent in translation and protocol support. You can propose a new strategy and calculate the probability instantly.
+200 Alloy colony ship cost
- -Terraforming Cost +25
- Terraforming Speed +25
- +3 Pre-orientation on Homeworld
- +10% Comfort from Valley Isolated Planet Feature
- +10% Work from Valley Isolated Planet Feature
- +500-5000 Modules from Planet Colonization
- +25-250 Influence when colonizing a planet
- +1000 x Cohesion when activated
- Create a species with 3 Pre-Sapient scans in each colony.
- The Genesis Preserve build decision is triggered.
- Proprietary worlds have the Genesis Preserve planet attribute.
- Uplifting replaces Genesis Preserve with Genesis Monument.
- Pre-Sapients policy is fixed to Protected
- Alien Zoo buildings cannot be built
- +5% Biology research speed
- Integration of resources
- Life seed
- Synthetic conversion ability
The following policies can only be selected when creating the empire and cannot be deleted.
Permanent machine intelligence civics [ править | править код ]
+20% Monthly Modules
I can't sign a diplomatic agreement with the biological empire.- Galaxy Market Place cannot be used
- You can use the sophistication of purification
- Different types of empires an d-1000 opinions
- The same type of Fanatic Purifier +200 Opinion
- Other determined exterminator and +200 opinions
- Biological explosions are always purified.
- Gained +2 points per clear pop
- The Harmageddon bombardment policy can be used.
- Driven ashimilator
- Intelligence engines are carefully analyzed the entropy of a wider universe to complete the understanding of the core protocol. Redundant is a matter of course, on the way to a larger resilience.
- Exploration protocol
- Integration of resources
- Diplomatic protocol
- Tactical algorithm
- Common point
- Dominator
- Fear of the Dark
- Synchetic evolution
- Masters of Sindon
A customized second organism with cybernetic characteristics is added.
- Cyborg pop is replaced with 10 original pop.
- Cybernetics delivery tree can be adopted.
- You can use the sophistry of sublimation.
- -As individualist empire (excluding Foln Empire) and 100 opinions.
- Opinions that each spiritual empire (excluding the fallen empire) -200
- Democratic Crusade an d-1000 Opinion
- -1 replicant and +1 drone maintenance from the capital building
- It is necessary to assimilate or purify with the cyborg.
- +5-100 modules per assimilated population
- Assimilation population+5-100 social research
- If the cyborg species are creatures, monthly +10 food
- If the cyborg species are resoids, +10 minerals every month
- Designated exterminator
- animator
- Exploration protocol
- Integration of resources
- Masters of Sindon
Added the second custom tranquility
- In addition to the original pop, you can get 5 bi food pop.
- Build an organic sanctuary building
- Can build organic farms
- Module buildings cannot be built regularly
- Organic and no n-hybemind pops have organic citizenship and need to be groomed.
- If monthly food +10 biopro is organic
- If the biotrope species are resoids, +10 minerals every month
- Fixed exterminator
- animator
- Intelligence engines are carefully analyzed the entropy of a wider universe to complete the understanding of the core protocol. Redundant is a matter of course, on the way to a larger resilience.
- Life seed
The drone grid has been replaced by a matrix unit.
- The construction of a rechargeable Star Base Bay is possible.
- +1 Soldier Unit
- +20 Diplomatic Weight
- -50 Empire Size from POPS and Regions
- +100 Empire Size from Planets and Branches
- +150 Empire Size from Systems
- +10% Damage to Defense
- +5 Starbase Hull Points
It starts with the integration status of the product.
- If you will be expeleded or missed the quota, you can solve the maximization of purification
- The main goal of this machine intelligence is to produce products without interruption, regardless of how much the creator spent. There is nothing that hinders the increasing production goals.
Commander has the characteristics of normal algorithm
- You can exchange another empire and commander
- Start with the building of the academic school
- Basic Intel level +20
- +2%of the commander borrowed from another empire
- +1%tracking for each commander borrowed from another empire
- +5%armor penetration for each commander borrowed from another empire
- Shield penetration +5 for each commander borrowed from another empire
- +10%shield hardening per owner of the mercenary enclave
- Mercenary Capacity +1
- You can use a pirate attack.
- Originally, it is a pioneering robot with advanced mechanical intelligence, designed to support fleet and fleet, mainly for the planning of war strategies and optimizing combat performance.
It can be used only when Utopia DLC or Nemesis DLC is enabled.
Sovereign civics [ править | править код ]
The rights of civilians with sovereignty can only be obtained as a result of special conditions. Each gives additional citizen slots, but will not be replaced with other citizens. The sovereign citizens are not inherited by the sector released as the minister. If the Galactic Paragons DLC is installed, each Civic will unlock the council slot. A+1%sionic pop comes out from the telepath.
Divine Soblin Event- Leader of the selected attribute
- Imperial power
- Corporate authority
- This socity stipulates the selected person (a person with unparalleled psychic power) as an eternal ruler.
Monthly influence +6
- +1 Available messengers
- +25% special envoy improves human relationships.
- It is possible to propose a resolution for the Imperial Charter and the withdrawal of the Charter.
- +2, Intel Basic Level 5
- Penetration speed +2
- Declare the determination of the galaxy imperium
- Corporate power
- This socity stipulates the selected person (a person with unparalleled psychic power) as an eternal ruler.
Monthly influence +6
- +1 Available messengers
- +25% special envoy improves human relationships.
- It is possible to propose a resolution for the Imperial Charter and the withdrawal of the Charter.
- Can open a branch in the world of galaxy empire members
- You can reform the government with both official and corporate policy
- +2, 5 Intel Basic Level
- Penetration speed +2
- Declare the determination of the galaxy imperium
- Corporate power
- This socity stipulates the selected person (a person with unparalleled psychic power) as an eternal ruler.
The following policies are not available when creating an empire, and can only be used in specific unique empires. However, you can change the empire on mult i-player road or play after the game and Cosmo Genesis victory.
Unselectable civics [ править | править код ]
City
existing Requirements Great Khan's heritage Fire rate +10 New Khan country Successor Navy skill +15 Naval Ability +15 Navy skill +15 Synthetic conversion ability Havinte Unification World The following policies are only in the fallen empire. Fallen empire civics [ править | править код ]
Genre
type -1 month influence- I can't build a new ship
- -50% month module
- I can't build a new ship
- -50% month module
- -50% month module
- -50% resources from job
- You cannot conquer or colonize the planet
- -50% resources from job
- -50% resources from job
- Monthly influence +1
- Monthly influence +1
- -50% resources from job
- Resources by work +50
- Resources by work +50
- +50% energy from job
- The following policies are only in civilization before FTL, and have no effect. If civilization finds FTL, these are replaced by a normal policy.
Pre-FTL civics [ править | править код ]
age
type -1 month influence- wheel
- Flat world theory
- Land aristocrat
- Air pollution
- Progress of urbanization
- Secret of fire
- wheel
- Flat world theory
- Land aristocrat
- Air pollution
- Progress of urbanization
- Game concept
Exploratio n-FT L-Unique Syste m-L Cluste r-Puri FTL Typ e-Fallun Empir e-Space Alie n-Guardia n-Character Banner < SPAN> Cannot conquer or colonize the planet You cannot conquer or colonize the planet