Edicts are empire modifiers with a fixed cost that an empire may choose to apply. Most edicts are unavailable at the beginning of the game and must be unlocked through research or events.
Edict cost can be reduced by the following:
|Cutthroat Politics civic||−20%|
|Charismatic ruler trait||−10%|
|Fanatic Spiritualist ethic||−10%|
All empires have an edict capacity which determines how many continuous edicts can be active at the same time without penalties. Each empire starts with an edict capacity of 1 and every active edict above edict capacity raises empire sprawl by +25%. Edict capacity can be increased by the following:
|Imperial Cult civic||+2|
|Inwards Perfection civic||+1|
|Grand Council tradition||+1|
|Harmonious Directives tradition||+1|
|Executive Vigor ascension perk||+2|
Timed Edicts can be activated by spending various of resources. They do not use Edict Capacity and they cannot be manually deactivated before they expire.
Timed edicts last for 10 years by default. The duration can be improved by the following.
|Charismatic ruler trait||+20%|
|Rules of War resolution 5||+20%|
|Proclamation Broadcasts repeatable technology||+10%|
|Ruler level||+5% per level|
Strategic resources edicts
Strategic resources edicts cost an amount of advanced or strategic resources. The cost is increased by 1% for each point of empire sprawl, regardless of administrative capacity. Strategic resources edicts are not visible unless the empire has sufficient strategic resources.
Ambition Edicts become available with the Ascension Theory technology and are the most powerful available edicts. They cost base Unity equal to the next tradition to activate, but do not further increase tradition costs. They are the only use for Unity after all traditions are adopted.
Event edicts can only be made available by the completion of certain event chains with specific choices.
|Extensive Sensor Searches||200||Resolved Abandoned Sensor Array anomaly by trying to activate it for the first time||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||200||Resolved The Fumes Lie Thick anomaly by not activating robots for the first time||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||200||Resolved Echoes from the Deep anomaly by caring about researchers well-being for the first time||Spending time and resources to improve the working conditions of our people will surely result in better results and happier workers.|
|Numistic Visualization||200||Bought the edict from the Numistic Order caravaneer fleet||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.|
|Master's Teachings: Diplomatic Trust||100||+100% Trust growth||Teachings of Traders anomaly||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||100||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||100||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||100||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.|
|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 Mortal Initiate job. All sacrifices will kill all pops holding the jobs, with the edict granting increasing benefits the more pops are sacrificed. In addition each sacrifice grants +5 pop growth speed. Only one Sacrifice Edict can be active at any time. For the best chances of the highest modifier the empire should sacrifice at least 40 Pops.