Edicts
Edicts are empire modifiers that an empire may choose to apply for a cost. Most edicts are unavailable at the beginning of the game and must be unlocked through research or events.
Edict cost[edit | edit source]
Edicts cost various resources depending on empire size. Each point of empire size increases the cost of all edicts by 1%. The cost of edicts can be reduced by the following:
Source | ![]() |
---|---|
![]() |
−20% |
![]() |
−10% |
![]() |
−20% |
![]() |
−10% |
Edict fund[edit | edit source]
Unity edicts will have no upkeep as long as an empire stays within its Edict Fund. Edict Fund can be increased by the following:
Unity edicts[edit | edit source]
Unity edicts have a unity upkeep and make use of Edict Fund.
Edict | Base upkeep | Effects | Requirements | Description |
---|---|---|---|---|
Fortify the Border | 10 | Defense of our systems is paramount. This Edict will divert additional resources to these ends. | ||
Nutritional Plenitude | 10 | It is the fundamental right of each of our citizens to enter hibernation with a full digestive organ. Easy access to plentiful, nutritional fare will be the fuel that spurs our growth among the stars. | ||
Expanded Breeding Program | 10 | ![]() ![]() | ||
Fleet Supremacy | 10 | ![]() |
Our navy is the best means to project power. This Edict will prioritize them above lesser needs. | |
Capacity Subsidies | 30 | ![]() |
This Edict allows short-term overloading of energy grids, letting power plants across our empire run at increased capacity. | |
Mining Subsidies | 30 | ![]() |
This Edict is a focused administrative effort to reprioritize and re-evaluate production goals, yielding a boost to mining output. | |
Farming Subsidies | 30 | ![]() |
This Edict provides aggressive economic stimulus for positive, quantifiable impacts on food production. | |
Forge Subsidies | 30 | ![]() |
Our empire thirsts for more specialized alloys and precious metals. This Edict provides our foundries with additional resources so production can be increased. | |
Industrial Subsidies | 30 | Success can be measured the the acquisition of things. This Edict provides our factories with additional resources so production can be increased. | ||
Synaptic Reinforcement | 10 |
|
Reinforces our Synaptic Nodes as central foci in our colonies, increasing their ability to provide for nearby drones. | |
Tracking Implants | 30 |
|
Mandatory subdermal implants record movement and actions, greatly enhancing our empire's internal security. Loyal citizens have nothing to hide from the government. | |
Thought Enforcement | 30 |
|
Telepaths monitoring the citizenry for incorrect thoughts will make corrections as they find them. | |
Bureau of Espionage | 20 | Expanding our intelligence operations and prioritising decryption technologies is critical for the well-being of the empire. | ||
![]() |
A substantial portion of processing will be diverted to investigative analysis. | |||
![]() |
10 | Additional resources will be directed to nurturing and expanding our observation capabilities. | ||
Map the Stars | 10 | ![]() |
This Edict pushes for further galactic exploration, to bring light to the darkness and find what wonders lie beyond. | |
Diplomatic Grants | 10 | This Edict initiates a diplomatic offensive in a concentrated effort to improve the image of our empire in the eyes of others. | ||
Industrial Maintenance | 10 | Industrial maintenance drones are empowered to act as caretakers for the areas surrounding each industrial district. | ||
Research Subsidies | 30 | ![]() |
Knowledge is power. This Edict focuses our efforts on advancing technology. | |
Extended Shifts | 10 | ![]() |
We must ask our workers to toil harder. Some blood, sweat and tears may be necessary for the Greater Good. | |
Drone Overdrive | 10 | Our drones will be worked harder, as more resources are required. | ||
Enhanced Surveillance | 20 | Terrible threats probe our defenses, waiting for us to lower our guard. Increased resources must be sent to internal covert security departments to protect ourselves. | ||
Veneration of Saints | 10 | ![]() ![]() |
Rather than focusing exclusively on this temporal world, we should provide our spiritual guides with whatever they need to prepare us for the next. | |
Peace Festivals | 10 | This Pacifist Edict fosters a spirit of unity and good cheer through whole seasons filled with special events and festivals. | ||
Information Quarantine | 10 | ![]() ![]() |
This Edict puts strict checks on the flow of information, better preserving local cultural identities. | |
Encourage Political Thought | 10 | ![]() |
![]() ![]() |
This Edict Encourages the populace to openly discuss political matters, even if the path taken may lead them astray. |
Land of Opportunity | 20 | This Edict creates targeted PR campaigns that frame our empire as being on the cutting edge, a new social frontier - a place where anyone can thrive, a fresh start. | ||
Evacuation Protocols | 10 | We must establish a new home and prepare to evacuate our homeworld. | ||
Greater Than Ourselves | 20 | ![]() |
Encourages unemployed worker and simple drone pops to voluntarily resettle themselves to suitable planets with jobs and housing within our empire. | |
Numistic Visualization | 25 | ![]() ![]() |
The active use of Numistic visualization techniques will refocus our people's attention from personal gain to cosmic energy production. To achieve something, you must first visualize it. |
Ambitions[edit | edit source]
Ambition Edicts become available with the Ascension Theory technology and are the most powerful available edicts. They have a base monthly upkeep of 75
unity and also cost the same base amount to activate.
Anomaly edicts[edit | edit source]
Anomaly edicts can only be made available by the completion of certain anomaly event chains with specific choices.
Edict | Base upkeep | Effects | Anomaly | Description |
---|---|---|---|---|
Extensive Sensor Searches | ![]() |
![]() |
After having researched advanced sensor technology we have enough information to pour extra resources into enhancing our own search scans. Our technicians would have an easier time finding objects of interest at the edge of our systems with this initiative. | |
Improved Energy Initiative | ![]() |
![]() |
We can further limit the use of toxic fuels and non-renewable resources in order to promote research into new methods of energy production. This could help us come closer to a perfect energy cycle and improve the environment for our people to enjoy. | |
Improved Working Environment | ![]() |
![]() |
Spending time and resources to improve the working conditions of our people will surely result in better results and happier workers. | |
Master's Teachings: Diplomatic Trust | ![]() |
![]() |
![]() |
Translations of an alien philosopher's teachings. Her anecdotes from diplomatic negotiations could act as a good base for diplomatic negotiations. |
Master's Teachings: Philosophical Mindset | ![]() |
![]() |
Translations of an alien philosopher's teachings. It contains several analysis and ponderings on the meaning of life and the purpose of the cosmos. By having our rulers follow these advice we can make more informed decisions. | |
Master's Teachings: The Greater Good | ![]() |
![]() |
Translations of an alien philosopher's teachings. By following her advice on how to unify the people via self-sacrifice we could make great strides in infrastructure. | |
Master's Teachings: Warring States | ![]() |
![]() |
Translations of an alien philosopher's teachings. Her depictions of war and ideas on combat strategy could make for excellent training material for our military. |
Network edicts[edit | edit source]
![]() |
Available only with the Overlord DLC enabled. |
Network edicts are only available once the Hyper Relays technology has been researched and give various bonuses in the systems with a Hyper Relay at the cost of adding strategic resources to the upkeep of every Hyper Relay. All network edicts have a base upkeep of
15 unity.
Strategic resources edicts[edit | edit source]
Strategic resources edicts cost an amount of advanced or strategic resources. They are not visible unless the empire has sufficient resources.
Edict | Base cost | Effects | Requirements | Description |
---|---|---|---|---|
Terraforming Gases | 0.5 ![]() |
![]() |
![]() |
By employing exotic gases to the terraforming process, we are able to achieve progress at a much faster rate. |
Crystalline Sensors | 0.5 ![]() |
![]() |
By employing rare crystals to boost our sensors, we are able to gain a crystal clear picture of our surroundings. | |
Volatile Land Clearance | 0.5 ![]() |
![]() ![]() |
By using volatile motes for their explosive capabilities, we are able to clear difficult terrain at a much faster rate. | |
Exotic Gases as Fuel | 1 ![]() |
![]() |
Various exotic gases also function as excellent fuel for sublight travel, although perhaps not the most economical alternative. | |
Exotic Gases for Shield Boost | 1 ![]() |
![]() |
Some exotic gases can be utilized for boosting ships' shield capabilities. They can create complex dampening fields to repel and soften enemy attacks. | |
Focusing Crystals | 1 ![]() |
![]() |
By increasing our ships' access to rare crystals, we are able to increase the damage of their energy weapons. | |
Volatile Ammunition | 1 ![]() |
![]() |
We are able to deploy volatile motes as an explosive in our ships' ammunition. | |
Volatile Explosives | 1 ![]() |
![]() |
By using volatile motes to construct specialized missiles, our ships will have greater destructive capabilities. | |
Volatile Reactive Armor | 1 ![]() |
![]() |
By enhancing our ships' armor with a reactive component, our ships are able to absorb more damage by reducing incoming damage in a controlled counter-explosion. | |
Living Metal Mega-Construction | 0.5 ![]() |
![]() |
![]() |
The inherent properties of living metal makes it perfect for improving megastructure construction. |
Nanite Actuators | 0.5 ![]() |
![]() |
Simple but powerful nanoactuators, allowing for complex manipulations and experiments at mesoscopic scales. |
Campaigns[edit | edit source]
Campaign edicts cost basic resources and are unlocked by the Planetary Unification technology.
Edict | Cost | Effects | Requirements | Description |
---|---|---|---|---|
Education Campaign | 15 ![]() |
![]() |
![]() ![]() |
Back to school! By momentarily spending resources to promote higher education programs among our leaders, their skills will improve at a faster rate. |
Machine Learning Campaign | ![]() |
By allocating additional resources to our autonomous drones, they are able to increase the rate at which their self-learning algorithms improve their overall productivity. | ||
Learning Campaign | 15 ![]() 15 ![]() |
![]() |
By providing our autonomous drones with additional nutrients, we are able to increase their productivity. | |
Recycling Campaign | 15 ![]() |
![]() |
![]() ![]() |
The populace must be taught to limit wasteful consumption of resources. A public awareness campaign to promote recycling will momentarily lower our consumer goods cost. |
Fear Campaign | 15 ![]() |
![]() ![]() |
The vile and beastly nature of the xeno must be communicated to our people. They must accept the truth that we stand alone in a sea of alien filth. | |
War Drone Campaign | 15 ![]() 15 ![]() |
![]() |
![]() |
By allocating our war drones additional nutrients, we are able to increase their strength and combat readiness. |
Sacrifices[edit | edit source]
![]() |
Available only with the Necroids DLC enabled. |
Sacrifice edicts are available only to empires with the Death Cult or
Corporate Death Cult civic who have at least one pop with the
Mortal Initiate job. All sacrifices will kill all pops holding the jobs, with the edict granting benefits scaling with what percentage of the population that had
Mortal Initiate jobs. In addition each sacrifice grants +5%
pop growth speed and +3
Unity from Death Priests. Only one Sacrifice Edict can be active at any time. Unlike other edicts, sacrifices do not have an upkeep cost but only an upfront cost, and their bonus lasts for 5 years. The small empire multiplier is 0.64 with less than 50
pops, 0.8 with less than 100
pops, and 1 otherwise. The random multiplier is the following:
- 16.6% chance for 15
- 66.6% chance for 20
- 16.6% chance for 25
The final multiplier is small empire multiplier times the random multiplier times the ratio of Mortal Initiates to
pops.
Sacrifice: Bounty will also add +1 Monthly Organic Pop Assembly to Reassigner jobs if the empire has the
Permanent Employment civic.
References[edit | edit source]
- ↑ 1.0 1.1
−10% Happiness causes
+0.2 Crime per pop, so the Tracking Implants and Thought Enforcement edicts causes more crime than they remove on colonies with more than 50 pops that have happiness.
- ↑ 2.0 2.1 The Desperate Measures edict is effectively useless against the the endgame crisis, because a crisis doesn't count as a war and a system stops counting as home territory the instant the starbase is destroyed.
- ↑ The Sentinels archaeology site can result in a Living Metal income without granting the
Living Metal technology, which leaves you unable to actually the edict.
- ↑ Without extremely low sprawl per pop and high consumer goods upkeep (ex. fanatic pacifists, with multiple other sprawl reductions, using Utopian Abundance), Recycling Campaign will generally cost more energy than simply buying the required consumer goods on the market.
Governance | Empire • Ethics • Government • Civics • Policies • Edicts • Leader • Factions • Population • Species rights • Economy • Technology • Traditions • Crime |
Exploration | Exploration • Map • Species • Anomaly • Events • FTL • Fallen empire • Pre-FTL species • Precursors • Spaceborne aliens |
Colonization | Colonization • Celestial body • Planetary features • Planetary management • Districts • Buildings • Ship • Starbase • Megastructures |
Diplomacy | Diplomacy • Trade • Subject empire • Federations • Galactic community • AI personalities • Intelligence |
Warfare | Warfare • Space warfare • Land warfare • Ship designer |
Others | Traits • Terraforming • Pop modification • Slavery • Crisis • Preset empires • AI players • Easter eggs |