Civics
Civics represent the foundational principles and societal structures that define an empire and are primarily limited by the authority and ethics an empire possesses. Each empire starts with up to two civics, and this limit is increased to three civics by researching the Galactic Administration technology or its equivalent. Civics can be changed every 20 years by reforming the government spending
10 unity per empire size.
If at any point a civic's requirements are no longer met due to a change in empire ethics or authority, it becomes inactive and provides no bonus until it's replaced or its requirements are met again. Buildings from an inactive civic will remain functional but new ones cannot be constructed. Council positions from an inactive civic will remain functional but if the slot is unlocked later they cannot be selected. All civic buildings are removed at the beginning of the next month if their civic is removed. Leader traits granted by civics are not lost if the civic is removed. Reforming the government while a civic is inactive requires removing it unless the civic is a permanent one.
Certain civics, such as Distinguished Admiralty and
Nationalistic Zeal, increase the weight of government types associated with their ethic.
Standard civics[edit | edit source]
Standard civics represent the principles that guide day-to-day life within an empire. They can be picked by any empire that is neither a Gestalt Consciousness or
Corporate empire, and are heavily influenced by the empire ethics and authority type. If the
Galactic Paragons DLC is installed each civic will unlock a council position.
Civic | Effects | Council position | Requirements | DLC |
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Militarist | ||||
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Byzantine Bureaucracy 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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Lubrication Tanks This machine empire improved upon its basic drone-shell production through the vigorous application of highly aggressive lubrication agents, controlled by carefully programmed terminals. This 'optimized' process relies on typically wasted byproducts from the industries that are now repurposed for maximal efficiency. |
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Astrometeorology With deep respect for the forces of nature, this species goes to great lengths to uncover the inner workings of environmental phenomena. As they set out across the stars, they take with them a particular interest in astrometeorology. Central to their ambitions are the most fantastic and potentially destructive of all astronomical events, the cosmic storms themselves. |
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Permanent standard civics[edit | edit source]
The following civics can only be selected at empire creation and cannot be removed. As a result, they also prevent reforming the government with Corporate authority.
Civic | Effects | Council position | Requirements | DLC |
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Planetscapers After eons of carefully cultivating a perfect balance on their homeworld, this society is ready to tend to even the most inhospitable environments among the stars. At their core, these people believe nature can be shaped, controlled, and perfected. Not to tame, but in service of perfect beauty. |
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Corporate civics[edit | edit source]
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Available only with the MegaCorp DLC enabled. |
Corporate civics represent the business principles of the leading megacorp. They can only be picked by an empire with Corporate authority or the
Corporate Sovereign civic. If the
Galactic Paragons DLC is installed each civic will unlock a council position.
Civic | Effects | Council position | Requirements | DLC |
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Spiritualist | |||
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Luxury Lubrication Pools Thank the maker! The luxurious, addictively soft texture of these lubricants are essential to reduce the signs of wear and tear on an aging chassis. A specially crafted infusion of premium, heat-activated oils keeps the population of this machine empire looking and feeling "factory new." Works beautifully for all models and purpose types. |
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Privatized Exploration For years, this civilization was told that the hyperdrive was almost finished. Patiently they waited, yet all the while, the subsidiary in charge of the project was quietly diverting the funds into their own, private accounts. When the fraud was finally revealed, the Corporation hastened to provide experimental, exploratory vessels. |
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Permanent corporate civics[edit | edit source]
The following civics can only be selected at empire creation and cannot be removed. As a result, they prevent the empire from changing authority unless it has the Corporate Sovereign civic.
Civic | Effects | Council position | Requirements | DLC |
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Hive Mind civics[edit | edit source]
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Available only with the Utopia DLC enabled. |
Hive Mind civics represent various characteristics of the collective consciousness of an empire. They can only be picked by an empire with Hive Mind authority. Each civic increases the experience gained by a specific Council Node by +25%.
Civic | Effects | Node | Requirements | DLC |
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Permanent hive mind civics[edit | edit source]
The following civics can only be selected at empire creation and cannot be removed.
Civic | Effects | Node | Requirements | DLC |
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Machine Intelligence civics[edit | edit source]
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Available only with the Synthetic Dawn or The Machine Age DLC enabled. |
Machine Intelligence civics represent various directives and construction purposes of the central artificial intelligence. They can only be picked by an empire with Machine Intelligence authority. Each civic increases the experience gained by a specific Council Node by +25%.
Civic | Effects | Node | Requirements | DLC |
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Hyper Lubrication Basin This machine empire improved upon its basic drone-shell production through the vigorous application of highly aggressive lubrication agents, controlled by carefully programmed terminals. This 'optimized' process relies on typically wasted byproducts from the industries that are now repurposed for maximal efficiency. |
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Climate Modeling Understanding how the forces of nature can have profound effects on a machine empire, this collective goes to great lengths to study them. Their models painstakingly detail every every curious astronomical event to an almost sacred level. Central to their focus are the most fantastic and potentially destructive of all astronomical events, the cosmic storms themselves. |
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Permanent machine intelligence civics[edit | edit source]
The following civics can only be selected at empire creation and cannot be removed.
Civic | Effects | Node | Requirements | DLC |
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Sovereign civics[edit | edit source]
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Available only with the Utopia or Nemesis DLC enabled. |
Sovereign civics can only be obtained as a result of special circumstances. Each one grants an additional civic slot, meaning that they don't replace any other civic. Sovereign civics are not inherited by sectors released as vassals or systems created by status quos. If the Galactic Paragons DLC is installed each civic will unlock a council position.
Civic | Effects | Council position | Requirements |
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Unselectable civics[edit | edit source]
The following civics are not available when creating an empire and are only present on certain unique empires. However, they are playable by changing empires via loading in multiplayer or after a game-over or Cosmogenesis victory.
Civic | Effects | Requirements |
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New Khanate |
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Diadochus |
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Can construct Gaia Seeder buildings | Habinte Unified Worlds |
Enclave civics[edit | edit source]
The following civics are used by enclaves and cannot be used by empires without modding or save editing.
Fallen empire civics[edit | edit source]
The following civics are present only on fallen empires.
Pre-FTL civics[edit | edit source]
The following civics are present only on pre-FTL civilizations and have no effects. They are replaced with regular civics if the civilization discovers FTL.
Ages Species
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Regular | |||
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References[edit | edit source]
Exploration | Exploration • FTL • Unique systems • L-Cluster • Pre-FTL species • Fallen empire • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Planetary features • Planet modifiers |
Discovery | Discovery • Anomaly • Archaeological site • Astral rift • Relics • Collection |
Species | Species • Pop modification • Biological traits • Machine traits • Population • Species rights • Ethics |
Leaders | Leader • Common leader traits • Commander traits • Official traits • Scientist traits • Paragons |
Governance | Empire • Origin • Government • Civics • Council • Agendas • Policies • Edicts • Factions • Traditions • Ascension perks • Situations |
Economy | Resources • Planetary management • Districts • Jobs • Designation • Trade • Megastructures |
Buildings | Planet capital • Common buildings • Unique buildings • Holdings |
Ships | Ship • Ship designer • Core components • Weapon components • Utility components • Mutations • Offensive mutations |
Technology | Technology • Physics research • Society research • Engineering research |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Crisis |
Others | Events • The Shroud • Preset empires • AI players • Stat modifiers • Console commands • Easter eggs |