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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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Cutthroat Politics
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−20% Edict Upkeep
+1 Codebreaking
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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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Efficient Bureaucracy
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−20% Administrator Upkeep
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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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−20% Pop consumer goods upkeep
Can construct Ranger Lodge holdings
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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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Functional Architecture
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−15% Building and District Cost
+1 Building slots
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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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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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Agrarian Idyll
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+1 Housing from Generator, Mining and Agriculture districts
−1 Housing from City Districts
−5 Housing from City Segments
+2 Amenities from Farmers
+1 Building slot per every 4 Agriculture districts
Cannot pick Arcology Project ascension perk
Can research Agrarian Utopias instead of Anti-Gravity Engineering
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 Pacifist
 Anglers
 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
Can construct Noble Chateaus holdings
Capital Buildings replace some Politician 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
−15% Empire size from Pops
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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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+2 Unity from Soldiers
+15% Naval capacity
Can construct Recruitment Office holdings
Full Citizenship pops must have Full Military Service and vice versa
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Democratic or Oligarchic
 Militarist
 Fanatic Xenophile
 Reanimators
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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 module
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
Removes unity costs for Pop Resettlement
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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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Distinguished Admiralty
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+2 Admiral and General Starting Level
+1 Admiral Level Cap
+10% Ship Fire Rate
+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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Exalted Priesthood
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+1 Unity from Priests
Capital Buildings replace some Politician jobs with High Priest jobs
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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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+1 Unity per Governor level
−50% Leader Cost
+1 Monthly Loyalty from Subjects
Leaders have no upkeep
No Loyalty loss from multiple subjects
Cannot dismiss leaders
Cannot give Expansion Prohibited terms of agreement
Cannot give Limited Diplomacy terms of agreement
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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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Idealistic Foundation
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+10% Citizen Pop 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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+100 Edict fund
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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% Citizen Pop Happiness
+50 Edict fund
+1 Encryption
−1 Codebreaking
−1 Available envoys
 Cannot infiltrate Pre-FTL civilizations
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 Pacifist
 Xenophobe
 Pompous Purists
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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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Nationalistic Zeal
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−20% War exhaustion gain
−15% Claim influence cost
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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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+40% Faction Unity Gain
Factions will form within 3 months
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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 can't gain negative traits from leveling up
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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
+1 Unity from Enforcers and Telepaths
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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 Cost
+10% Ruler Pop Resource Output
+1 Codebreaking
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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
35% Enslaved pop ratio
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 Authoritarian
 Pleasure Seekers
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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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+1 Research alternatives
Expertise traits have double effects on tech choices
Capital Buildings replace some Politician jobs with Science Director jobs
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 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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Replaces Entertainer jobs with Duelist jobs
+20% Army damage
+1 Mercenary Enclave Capacity
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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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Catalytic Processing
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Replaces Metallurgist jobs with Catalytic Technician jobs
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 Calamitous Birth
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By focusing their industrial efforts into catalytic chemistry, this civilization has unlocked the key to using organic materials in the construction of spacebound structures.
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Idyllic Bloom
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Cannot be added or removed after game start
   Can construct and upgrade Gaia Seeders buildings
Can construct Gaia Seeder Outpost holdings
Start with a Gaia Seeders - Phase 1 building
Disabled by synthetic ascension special project
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This society has always spent much time on improving and caring for their environment, in pursuit of building a true paradise for its inhabitants.
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Fanatic Purifiers
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Cannot be added or removed after game start
+33% Fire rate
+33% Army damage
+33% Naval capacity
−15% Ship cost
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Fanatic Xenophobe
Militarist or Spiritualist
 Barbaric Despoilers
 Pompous Purists
 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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Masterful Crafters
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Replaces Artisan jobs with Artificer jobs
+1 Building slot per 3 Industrial Districts (except on Habitats) (+0.34 each)
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A penchant for meticulous crafting lies at the heart of this society. Deft appendages and keen sensory organs aid them in creating truly wondrous treasures even in the most basic of trades.
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Pleasure Seekers
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Can use the Decadent Lifestyle living standard
+1% Pop growth speed from Entertainers
+5 Amenities from Servants
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 Slaver Guilds
 Warrior Culture
 Shared Burdens
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This society rejoices in its own perfection. Those who are elevated by their privileged social structure have surrendered to a culture which glorifies pleasure and entertainment, regardless of a cost typically borne by others.
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Pompous Purists
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+30% Trust growth
+2 Available envoys
Can send but cannot receive diplomatic propositions
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 Xenophobe
 Inward Perfection
 Fanatic Purifiers
 Scion
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A society so utterly convinced of their own superiority, that any attempt at diplomacy not initated by themselves will be utterly ignored.
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Barbaric Despoilers
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Cannot be added or removed after game start
+1 Mercenary Enclave Capacity
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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+1 Unity from Bureaucrats
+1 Stability from Bureaucrats
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  Spiritualist
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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 Politician jobs with Merchant jobs
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 Burden 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
Can construct Communal Housing Outreach holdings
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Fanatic Egalitarian
  Xenophobe
 Technocracy
 Pleasure Seekers
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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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Autochthon Monument buildings are replaced by 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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Reanimators
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Military Academy buildings are replaced by Dread Encampment buildings
Can build Dread Outpost holdings
33% chance to gain an Undead Army per killed army
Defeated organic guardians can be resurrected
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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 Sacrifice Temple buildings
Can construct Sacrificial Shrine holdings
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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Anglers
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Cannot be added or removed after game start
Main species gains the Aquatic trait
No Agriculture District limit on Ocean Worlds
Replaces Farmer jobs with an Angler job on wet climates
Agriculture Districts create Pearl Diver jobs on wet climates
−50 Agriculture District Minerals Cost on wet climates
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 Agrarian Idyll
 Post-Apocalyptic
 Shattered Ring
 Void Dwellers
 Subterranean
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Adept at utilizing nature's bounty, this society provides for itself a stable influx of sustenance and economic value.
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