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Edicts
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.
Contents
Edict Cost[edit]
Edict cost can be reduced by the following:
Source | Edict cost |
---|---|
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-25% |
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-20% |
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-10% |
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-10% |
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-5% |
Continuous Edicts[edit]
Continuous edicts can be activated or deactivated anytime by spending Influence. They use Edict Capacity.
Edict | Cost to activate | Cost to deactivate | Effects | Requirements | Description | |
---|---|---|---|---|---|---|
Fortify the Border | 100 ![]() |
100 ![]() |
Defense of our systems is paramount. This Edict will divert additional resources to these ends. | |||
Nutritional Plenitude | 200 ![]() |
100 ![]() |
![]() ![]() ![]() |
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. | ||
Nutritional Plenitude (Hive) | 200 ![]() |
100 ![]() |
![]() ![]() ![]() |
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 | 200 ![]() |
100 ![]() |
![]() ![]() |
Using gamification and point-based reward schemes, we will subtly encourage our Bio-Trophies to fill our Organic Sanctuaries. | ||
Fleet Supremacy | 100 ![]() |
100 ![]() |
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Our navy is the best means to project power. This Edict will prioritize them above lesser needs. | ||
Capacity Subsidies | 200 ![]() |
100 ![]() |
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This Edict allows short-term overloading of energy grids, letting power plants across our empire run at increased capacity. | ||
Mining Subsidies | 200 ![]() |
100 ![]() |
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This Edict is a focused administrative effort to reprioritize and re-evaluate production goals, yielding a boost to mining output. | ||
Farming Subsidies | 200 ![]() |
100 ![]() |
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This Edict provides aggressive economic stimulus for positive, quantifiable impacts on food production. | ||
Forge Subsidies | 200 ![]() |
100 ![]() |
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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 | 200 ![]() |
100 ![]() |
Success can be measured the the acquisition of things. This Edict provides our factories with additional resources so production can be increased. | |||
Map the Stars | 200 ![]() |
100 ![]() |
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This Edict pushes for further galactic exploration, to bring light to the darkness and find what wonders lie beyond. | ||
Diplomatic Grants | 100 ![]() |
100 ![]() |
![]() Communications with another empire |
This Edict initiates a diplomatic offensive in a concentrated effort to improve the image of our empire in the eyes of others. | ||
Enhanced Surveillance | 200 ![]() |
200 ![]() |
![]()
|
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. | ||
Research Subsidies | 200 ![]() |
100 ![]() |
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Knowledge is power. This Edict focuses our efforts on advancing technology. | ||
Extended Shifts | 200 ![]() |
100 ![]() |
|
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We must ask our workers to toil harder. Some blood, sweat and tears may be necessary for the Greater Good. | |
Drone Overdrive | 200 ![]() |
100 ![]() |
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Our drones will be worked harder, as more resources are required. | ||
Veneration of Saints | 100 ![]() |
100 ![]() |
![]() ![]() |
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 | 100 ![]() |
200 ![]() |
This Pacifist Edict fosters a spirit of unity and good cheer through whole seasons filled with special events and festivals. | |||
Information Quarantine | 200 ![]() |
100 ![]() |
![]() ![]() |
This Edict puts strict checks on the flow of information, better preserving local cultural identities. | ||
Encourage Political Thought | 100 ![]() |
100 ![]() |
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![]() ![]() |
This Edict Encourages the populace to openly discuss political matters, even if the path taken may lead them astray. | |
Land of Opportunity | 200 ![]() |
200 ![]() |
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 | 100 ![]() |
100 ![]() |
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We must establish a new home and prepare to evacuate our homeworld. | ||
Greater Than Ourselves | 300 ![]() |
200 ![]() |
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Encourages unemployed worker and simple drone pops to voluntarily resettle themselves to suitable planets with jobs and housing within our empire. | ||
Bureau of Espionage | 200 ![]() |
200 ![]() |
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Quantum Hacking technology | Expanding our intelligence operations and prioritising decryption technologies is critical for the well-being of the empire. | |
Covert Analysis Algorithm | 200 ![]() |
200 ![]() |
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Quantum Hacking technology | A substantial portion of processing will be diverted to investigative analysis. | |
Tracking Implants | 200 ![]() |
200 ![]() |
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 | 300 ![]() |
300 ![]() |
Telepaths monitoring the citizenry for incorrect thoughts will make corrections as they find them. | |||
Observation Instinct | 200 ![]() |
200 ![]() |
Quantum Hacking technology | Additional resources will be directed to nurturing and expanding our observation capabilities. | ||
Industrial Maintenance | 200 ![]() |
100 ![]() |
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Industrial maintenance drones are empowered to act as caretakers for the areas surrounding each industrial district. | ||
Synaptic Reinforcement | 200 ![]() |
100 ![]() |
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Reinforces our Synaptic Nodes as central foci in our colonies, increasing their ability to provide for nearby drones. |
Edict Capacity[edit]
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 Edict above Edict Capacity increases Empire Sprawl by +25%. Edict Capacity can be increased by the following:
Source | Capacity |
---|---|
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+1 |
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+1 |
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+1 |
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+2 |
Timed Edicts[edit]
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Please help with verifying or updating this section. It was last verified for version 2.8. |
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.
Edict Duration[edit]
Timed Edicts last for 10 years by default. The duration can be improved by the following.
Source | Edict duration |
---|---|
![]() |
+20% |
![]() |
+20% |
![]() |
+10% |
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+5% per level |
Strategic Resources Edicts[edit]
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.
Campaigns[edit]
Campaign Edicts cost basic resources and are unlocked by the Planetary Unification technology.
Ambitions[edit]
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[edit]
Event Edicts can only be made available by the completion of certain event chains with specific choices.
Edict | Cost | Effects | Requirements | Description |
---|---|---|---|---|
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 ![]() |
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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. |
Sacrifices[edit]
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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.
References[edit]
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 |
Warfare | Warfare • Space warfare • Land warfare • Ship designer |
Others | Traits • Terraforming • Pop modification • Slavery • Crisis • Preset empires • AI players • Easter eggs |