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Civic
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Effects
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Requirements
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Description
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DLC
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Agrarian Idyll
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+1 housing from Generator, Mining and Agriculture districts
−1 housing from City Districts
Farmers also produce +2 amenities
Cannot pick Arcology Project ascension perk
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 Pacifist
 Post-Apocalyptic
 Remnants
 Shattered Ring
 Void Dwellers
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A simple and peaceful life can often be the most rewarding. This agrarian society has, to a large extent, managed to avoid large-scale urbanization.
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Aristocratic Elite
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+1 Governor Level Cap
Can construct Noble Estates buildings
- Capital Buildings replace some
Administrator jobs with Noble jobs
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Oligarchic or Imperial
  Egalitarian
 Exalted Priesthood
 Merchant Guilds
 Technocracy
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This society has an entrenched nobility that occupies the upper echelons of society.
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Beacon of Liberty
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+15% Monthly Unity
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Democratic
 Egalitarian
  Xenophobe
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This society is a shining beacon of light in a sea of darkness. Liberty and individual freedoms are held in the highest regard here.
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Citizen Service
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Soldiers produce an additional +2 Unity
+15% Naval capacity
- Full Citizenship pops must have Full Military Service and vice versa
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Democratic or Oligarchic
 Militarist
 Fanatic Xenophile
 Reanimated Armies
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Are you doing your part? Full citizenship and the political responsibility that comes with it is limited to those who have served a tour of duty in the military. Service guarantees citizenship.
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Corporate Dominion
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+1 Energy per Starbase Trading Hub
Can build private colony ships
Starts with the Offworld Trade Companies technology
Can use the Mercantile Diplomatic Stance (unless also Inward Perfection)
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Oligarchic
 MegaCorp DLC
  Xenophobe
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This society is dominated by a megacorporation that has completely supplanted the role of the state.
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Corvée System
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+15% Pop Growth from Immigration
−25% Resettlement Cost
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This society considers it the absolute right of the state to decide where its citizens live and work.
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Cutthroat Politics
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−20% Edict Cost
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The political system in this society is renowned for its intrigue. Power struggles, shady backroom deals and cloak and dagger scheming are par for the course. Those who survive long enough to learn the game, however, tend to learn it well.
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Distinguished Admiralty
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+10% Ship Fire Rate
+1 Admiral Level Cap
+10 Fleet Command Limit
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 Militarist
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The Fleet and the Admiralty have unusually prominent roles in this society, wielding a great deal of influence in political circles. They have the pick of the litter when it comes to new military recruits.
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Efficient Bureaucracy
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+10% Administrative Capacity
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This society is renowned for its efficiency. Not only do the mag-trains run on time, but the colossal bureaucratic apparatus required to run an interstellar nation has been greatly streamlined.
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Environmentalist
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−10% Pop Consumer Goods Upkeep
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This society seeks to co-exist in harmony with nature. Great care is taken to preserve the environment and limit consumerism where possible.
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Exalted Priesthood
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- Capital Buildings replace some
Administrator jobs with High Priest jobs
Priests provide +1 Unity
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Oligarchic or Dictatorial
 Spiritualist
 Merchant Guilds
 Aristocratic Elite
 Technocracy
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To guard against heresy, this society is ruled by a religious council consisting of the wisest and most pious members of the clergy.
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Feudal Society
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−50% Subject power penalty
Subjects can build new starbases
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Imperial
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This society is organized in a feudal manner, with a monarch whose rule relies on powerful vassals that govern their territories with considerable autonomy.
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Free Haven
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+15% Pop growth from immigration
+50% Immigration pull
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This society has a well-earned reputation as a free haven. The tired, the poor, the huddled masses yearning to breathe free - all are welcome here, regardless of their species or origin.
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Functional Architecture
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−10% Building and District Cost
−10% Building and District Upkeep
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This society is renowned for its simple yet functional architecture. There are those who would refer to this building style as boring or even depressing, but in most cases, concrete does the job just as well as any other building material.
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Idealistic Foundation
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+5% Happiness
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 Egalitarian
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This society was founded on strong idealistic values. Whether the current government remains true to them or not, the people have not forgotten.
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Imperial Cult
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+1 Edict capacity
-25% Edict cost
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Imperial
 Authoritarian
 Spiritualist
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This society has a dominant state religion where the ruler is worshiped as a living deity.
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Inward Perfection
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Cannot be added or removed after game start
+20% Monthly Unity
+10% Pop growth speed
+5% Happiness
+1 Edict Capacity
-1 Available Envoys
Cannot infiltrate Pre-FTL civilizations
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This calm and pacifist society has little use for strangers who do not understand their way of life. More than anything, they would prefer to be left alone.
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Meritocracy
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+1 Leader level cap
+10% Specialist Pop Resource Output
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Democratic or Oligarchic
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An individual's social station or personal connections should have no bearing on their profession. The sole basis for advancement in this society is demonstrated ability and talent.
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Mining Guilds
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+1 Minerals from Miners
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Several large mining guilds have reached a dominant position in this society. The government relies heavily on their support.
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Nationalistic Zeal
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−10% Claim Influence Cost
−10% War Exhaustion Gain
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 Militarist
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A strong sense of nationalistic pride permeates all layers of this society.
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Parliamentary System
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+25% Faction Influence Gain
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Democratic
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The parliamentary system in this society encourages a free and lively debate. Currying favor with one of the dominant political factions can prove to be quite advantageous.
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Philosopher King
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+2 Ruler level cap
Ruler and Governor leaders are less likely to gain negative traits
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Dictatorial or Imperial
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It is not enough to simply rule. The Ship of State must be guided by a king that wields enough wisdom and knowledge to steer it true.
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Police State
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+5 Stability
Enforcers also produce +1 Unity
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 Fanatic Egalitarian
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To quash any traces of dissent, the population in this repressive society is carefully monitored and controlled by a large internal police force.
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Shadow Council
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−75% Election Influence Cost
+10% Ruler Pop Resource Output
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 Imperial
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Unbeknownst to its own citizens, this society is actually manipulated from behind the scenes by a secretive shadow council. Appearances must be kept, but the tyranny of the majority should also be guarded against. After all, what if the fools vote for the wrong candidate?
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Slaver Guilds
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+10% Slave Pop Resource Output
40% Enslaved Pop Ratio
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 Authoritarian
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Much of the true political power in this society rests with a number of powerful and ruthless slaver guilds. They know how to get the most out of a slave.
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Technocracy
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- Capital Buildings replace some
Administrator jobs with Science Director jobs
- Researchers also produce
+1 Unity
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Fanatic Materialist
 Aristocratic Elite
 Exalted Priesthood
 Merchant Guilds
 Shared Burdens
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To maximize efficiency, this society is governed according to the principles of science and rationality. The personal whims of an ignorant and dangerously unqualified political elite must not be allowed to interfere.
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Warrior Culture
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+20% Army damage
- Replaces
Entertainer Jobs with Duelist Jobs.
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 Militarist
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This society has developed into a hardy warrior culture. Martial prowess is valued above all else, and true glory can only be found on the field of battle.
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Fanatic Purifiers
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Cannot be added or removed after game start
+33% Fire rate
+33% Army damage
−15% Ship cost
+33% Naval capacity
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Fanatic Xenophobe
Militarist or Spiritualist
 Barbaric Despoilers
 Syncretic Evolution
 Common Ground
 Hegemon
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This society appears hellbent on scouring the galaxy of all other sapient life. Come what may, they will suffer no xenos to live.
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Barbaric Despoilers
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Cannot be added or removed after game start
Can use the Despoliation casus belli
Can use the Raiding orbital bombardment stance
Cannot form Migration Treaties
Can only create Martial Alliance and Hegemony federations
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 Militarist
 Authoritarian or  Xenophobe
  Xenophile
 Fanatic Purifiers
 Common Ground
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This society holds few things sacred. To fight is to live, and the strongest may seize whatever they covet.
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Byzantine Bureaucracy
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- Bureaucrats also produce
+1 Unity and +1 Stability
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This society is largely governed by a complex and, to the outsider, almost labyrinthine system of bureaucracy. An army of officials and functionaries work tirelessly to keep the government running smoothly and ensure no citizens are allocated resources they cannot demonstrate a properly filed and triple-stamped need for.
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Merchant Guilds
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- Capital Buildings replace some
Administrator jobs with Merchant jobs
Merchants also provide +2 Unity
Can use the Mercantile Diplomatic Stance (unless also have Inward Perfection)
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 Exalted Priesthood
 Aristocratic Elite
 Technocracy
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A number of powerful and very influential merchant guilds have risen to prominent positions in this society. They hold significant sway with the government.
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Shared Burdens
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- Can use the Shared Burdens living standard
Cannot use other Living Standards except Utopian Abundance and Chemical Bliss
+5 Stability
−45% Pop Demotion Time
- Can build Communal Housing and Utopian Communal Housing buildings
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Fanatic Egalitarian
  Xenophobe
 Technocracy
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This society believes in an equitable distribution of resources, making little to no distinction between the needs of ruler and ruled. All work together for the benefit of the whole.
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Diplomatic Corps
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+2 Available Envoys
+10% Diplomatic Weight
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 Inward Perfection
 Fanatic Purifiers
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This society has a long tradition of rhetoric and debate and celebrate those who are able to get their way using only words.
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Memorialists
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Can construct Sanctuary of Repose buildings
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 Fanatic Purifiers
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This empire pays tribute to memories and sapients of the past, deriving greater stability and insight from the continuous cycles of death, rebirth and legacy.
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Reanimated Armies
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Military Academies are replaced by Dread Encampment buildings
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Within this society, death is no bar to the call of arms. Masters of the art of necromancy reanimate deceased corpses to raise a dread host that strikes fear into the hearts of lesser mortals.
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Death Cult
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Can construct Sacrificial Temple buildings
Can use Sacrifice edicts
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 Spiritualist
 Inward Perfection
 Fanatic Purifiers
 Necrophage
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This society's religion is built around periodic, ritual sacrifices. Willing initiates devote themselves to a decade of study before meeting an end whose effects ripple throughtout their culture.
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