Ethics

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This article is considered accurate for the current version (2.3) of the game.
Ethics types interface

Ethics are the guiding principles of an empire and its people. Ethics determine an empire's favored courses of action and responses to situations. Ethics have a profound effect on options available during the game. For instance, diplomatic options with alien species are affected by ethics, as are some options for dealing with anomalies. As a result, ethics choices have a greater impact on game experience than the bonuses and maluses listed on this page.

Empires and individual populations don't always align ethically which can cause internal strife in large nations. AI species follow the same ethics rules and their behavior is heavily dependent on the ethics they follow. Naturally, a Militarist Xenophobe alien empire will react very differently to the player than a Pacifist Xenophile. AI empires will, however, compromise on their ethics if circumstances are dire enough, for instance, if threatened with imminent conquest.

Every empire except Fallen Empires can have either three moderate ethics or one fanatic and one moderate ethic. Fallen Empires have only one fanatic ethic. Pops have only one moderate ethic each.

Pop ethics[edit]

Each pop in an empire will now only embrace a single, moderate ethic. At the start of the game, the population will have only the ethics that you picked in species setup but as the empire grows, its population will become more diverse in its views and wants.

Each ethic has an attraction value for each pop in an empire depending on both the empire's situation and their own situation. For example, enslaved pops tend to become more egalitarian, while pops living around non-enslaved aliens become more xenophilic and pops living around enslaved aliens more xenophobic. Conversely, fighting a lot of wars will increase the attraction for militarism across your entire empire, while an alien empire purging pops of a particular species will massively increase the attraction for xenophobic for the species being purged.

Over time, the ethics of the pops will drift in such a way that it roughly matches the overall attraction of that value. For example, if the materialist attraction sits at 10% for decades, it's likely that after that time, around 10% of all pops will be materialist. There is some random factor so it's likely never going to match up perfectly, but the system is built to try and go towards the mean, so the more over-represented an ethic is compared to its attraction, the more likely pops are to drift away from it and vice versa.

Ethics types[edit]

Every empire is limited in the number of ethics it can possess. In general, it's possible to either have three different moderate ethics or one fanatical ethic and one moderate one.

By default, each ethic is neutral which provides no bonuses nor maluses. Each "step" into a given ethic costs one point and will lock/unlock different government types and Civics as well as specific bonuses and possibly maluses. Investing two points into one type results in a more "extreme" version of an ethic that further warps your government's political persona in that specific direction, for better or worse.

In addition, ethics exist and are propagated at the population level, with each individual pop unit in your empire having the capability to have, develop, and deviate from your starting ethics. The numerical modifiers affecting the probabilities and likelihoods of this happening are detailed in the specific pop ethic weights tables for each dichotomous relation.

Authoritarian - Egalitarian[edit]

The authoritarian - egalitarian dichotomy axis looks at how the political power is distributed within the empire, be it in the hands of many, few or one individual.

Authoritarians believe that power should be concentrated in the hands of a few individuals whose rule should be entrenched by a strong social hierarchy and limited political freedoms. Authoritarianism is not diametrically opposed to democracy, as both forms of government tend to have some form of submission to authority. The difference occurs in that egalitarians prefer to divide responsibility for decision making among as many individuals as possible, where authoritarians prefer to concentrate such responsibilities into the hands of a select few individuals or a single ruler. The political belief in who should hold power naturally has societal implications: authoritarians, believing power should be concentrated into the hands of a few, would seek to install strong social hierarchies and limit the social mobility of individuals to preserve that structure. Social stratification, on the other hand, would be a concept abhorrent to egalitarians - in fact, such a concept is perhaps the antithesis of egalitarianism, which seeks to eliminate such hierarchies.

Following these beliefs, authoritarians cannot have Auth democratic.png Democratic authority, while egalitarians cannot have ImperialAuth dictatorial.png Autocratic authority. Their fanatic counterparts go further and disallow Auth oligarchic.png Oligarchic authority as well, leaving Fanatic Authoritarians with only ImperialAuth dictatorial.png Autocratic authority and Fanatic Egalitarians with just Auth democratic.png Democratic authority, respectively. Authoritarians also have the ability to displace pops, where instead of being purged, pops are deported and forced to flee, either to other empires or perhaps to unclaimed planets.

Ingame, authoritarians strive to use pops like tools and objects and control their actions accordingly and thus gain bonuses to influence generation (representing the strong centralized government championed by this ethic) and worker job output (representing their desire to control and direct the actions of the population). They also have access to stratified economies, which reduces the consumer goods consumption of worker and slave pops, meant to imitate the rigid social hierarchies that typify authoritarian societies.

Egalitarians, on the other hand, believing in equality, seek to let pops rule themselves and gain bonuses to specialist job output (reflecting the increased freedoms championed by this ethic) and increased influence gain from factions, representing their strive towards democratic governance. They also have access to the "Utopian Abundance" living standard, increasing happiness and resource output even more than Social Welfare at the expense of increased consumer goods use.

Type Effects Principles Description
Fanatic Authoritarian.png Fanatic Authoritarian
  • Influence.png +1 Monthly Influence
  • Mod pop resource output.png +10% Worker Output
  • Must have Auth dictatorial.pngImperial Autocratic authority
  • Allows Stratified Economy Living Standards
  • Can Enslave aliens
A single voice, a single throne, a single state. It is the solemn duty of the masses to obey those enlightened few who have been charged with the great responsibility of leadership.
Authoritarian.png Authoritarian
  • Influence.png +0.5 Monthly Influence
  • Mod pop resource output.png +5% Worker Output
  • Cannot use Auth democratic.png Democratic authority
  • Allows Stratified Economy Living Standards
  • Can Enslave aliens
A strong, guiding hand is essential to the success of any civilization - the alternative would be anarchy and chaos. It is the duty of the state to steer its citizens towards the paths that are the most productive
Egalitarian.png Egalitarian
  • Mod pop happiness.png +25% Faction Influence Gain
  • Mod pop resource output.png +5% Specialist Output
  • Cannot use ImperialAuth dictatorial.png Autocratic authority
  • Allows Utopian Living Standards
Any society that does not embrace equality between its members - where an individual can rise to any position with enough hard work - is not only deeply unfair, but ultimately counterproductive.
Fanatic Egalitarian.png Fanatic Egalitarian
  • Mod pop happiness.png +50% Faction Influence Gain
  • Mod pop resource output.png +10% Specialist Output
  • Must have Auth democratic.png Democratic authority
  • Allows Utopian Living Standards
Beware always those who would be despots, under the false presumption that their desires and agendas are somehow more imperative than those of their fellows. A society that does not see to the needs and rights of all of its members is not a society - it is a crime.
Pop Ethic Weights Authoritarian.png Authoritarian
Factor Requirement
2.00 Has totalitarian faction and is not Authoritarian.png Authoritarian or Fanatic Authoritarian.png Fanatic Authoritarian
1.50 Leader of the totalitarian faction is the ruler
2.00 Has Authoritarian.png Authoritarian
3.00 Has Fanatic Authoritarian.png Fanatic Authoritarian
1.25 Has Election type None (Imperial Imperial)
0.75 Has Election Type Democratic (Auth democratic.png Democratic)
1.25 Pop is Decadent.png Decadent
1.50 A pop of this species is enslaved. Ignores robot Pops.
1.25 A pop from another species is enslaved. Unless a pop of this species is also enslaved. Ignores robot Pops.
0.75 Pop has good, utopian or shared burden living standards
Pop Ethic Weights Egalitarian.png Egalitarian
Factor Requirement
2.00 Has progressive faction and is not Egalitarian.png Egalitarian or Fanatic Egalitarian.png Fanatic Egalitarian
1.50 Leader of the progressive faction is the ruler
2.00 Has Egalitarian.png Egalitarian
3.00 Has Fanatic Egalitarian.png Fanatic Egalitarian
0.75 Default country and Election Type None (Imperial Imperial)
1.25 Default country and Election Type Democratic (Auth democratic.png Democratic)
1.50 Is in Defense Pact, Commercial Pact or Federation with a Egalitarian.png Egalitarian or Fanatic Egalitarian.png Fanatic Egalitarian Empire
2.00 Any non-subject Egalitarian.png Egalitarian or Fanatic Egalitarian.png Fanatic Egalitarian Empire has migration access
0.50 Pop is Decadent.png Decadent
1.50 Pop does not have Full Citizenship
1.50 Is not enslaved but another non-Robot pop on the world is.
1.25 Pop has good, utopian or shared burden living standards

Xenophobe - Xenophile[edit]

The xenophobe - xenophile dichotomy axis looks at the empire's views regarding foreign species.

Xenophobes consider that different species would introduce foreign ideas and thoughts that could destabilize and, in the end, destroy the empire or, at the very least, its cultural and genetic identity. In contrast, Xenophiles believe that society would grow stagnant without different concepts and moralities and are thus considered staunch believers in unity by diversity. Xenophobes are particularly keen on enslaving, displacing and purging aliens and will never accept them as equals while Xenophiles prefer conducting diplomacy and making alliances, viewing all organics as equal.

Xenophobes are intolerant of alien species and, as such, cannot give them citizenship while having the ability to enslave and purge them. Xenophobes prioritize the wellbeing and survival of their native population, granting them bonuses to population growth rate and starbase construction.

Xenophiles, on the other hand, are much more open and accepting to things from outside their empire and thus gain a bonus to trade value (representing their interest in using trade to facilitate contact between empires) and diplomatic upkeep (representing their higher willingness to coexist and conduct diplomacy with other empires)

Type Effects Principles Description
Fanatic Xenophobe.png Fanatic Xenophobe
  • Mod country starbase influence cost mult.png -40% Starbase Influence Cost
  • Mod pop growth req.png +20% Pop Growth Speed
  • Can Purge and Displace aliens
  • Can Enslave aliens
  • Decreased Opinion for other species
  • Cannot give aliens Full Citizenship
  • Cannot allow aliens Full Military Service
  • Cannot use Refugees Welcome species policy
Any alien influence must be ruthlessly quashed. Only by staying pure, and true to ourselves and the planet that gave us life can we guard against insidious Xeno plots. Even mastery over the Alien might not be enough to guarantee our own safety...
Xenophobe.png Xenophobe
  • Mod country starbase influence cost mult.png -20% Starbase Influence Cost
  • Mod pop growth req.png +10% Pop Growth Speed
  • Can Purge and Displace aliens
  • Can Enslave aliens
  • Decreased Opinion for other species
  • Cannot give aliens Full Citizenship
  • Cannot allow aliens Full Military Service
  • Cannot use Refugees Welcome species policy
The stakes could not be higher as we reach into the vast uncharted expanses of the galaxy, for we are gambling with the very survival of our species! Never trust the alien; its false smile hides an unknowable mind...
Xenophile.png Xenophile
  • Trade value.png +10% Trade Value
  • Influence.png −25% Diplomatic Influence Upkeep
  • Increased Opinion for other species
  • Cannot use No Refugees species policy
  • Cannot Displace aliens
There exists, in all of us, a deep-seated fascination for the unknown. An adventurous spirit that rejects the familiar and glories in the unfamiliar, whatever - or whomever - it may be.
Fanatic Xenophile.png Fanatic Xenophile
  • Trade value.png +20% Trade Value
  • Influence.png −50% Diplomatic Influence Upkeep
  • Increased Opinion for other species
  • Cannot use No Refugees species policy
  • Cannot Displace aliens
If there ever was such a thing as an absolute moral imperative, it would be to explore the cosmos and embrace all within it. We were never meant to journey alone.
Pop Ethic Weights Xenophobe.png Xenophobe
Factor Requirement
2.00 Has supremacist or isolationist faction and is not Xenophobe.png Xenophobe or Fanatic Xenophobe.png Fanatic Xenophobe
1.50 Leader of the supremacist or isolationist faction is the ruler
2.00 Has Xenophobe.png Xenophobe
3.00 Has Fanatic Xenophobe.png Fanatic Xenophobe
1.50 Has the Civic inwards perfection.png Inwards Perfection civic
1.50 Has the Civic fanatic purifiers.png Fanatic Purifiers civic
0.75 Non-subject Xeno empire has migration acess
0.75 Allows alien leaders
3.00 In a defensive war against a xeno empire
2.00 A xeno empire has enslaved your primary species. Robot Pops excluded
4.00 A xeno empire has committed genocide on your empire's primary species
2.00 This pop is not enslaved but a xeno is enslaved on the world
0.50 This pop is not enslaved and a not enslaved xeno is on the world
1.50 A Repugnant.png Repugnant xeno is on the world
Pop Ethic Weights Xenophile.png Xenophile
Factor Requirement
2.00 Has xenoist faction and is not Xenophile.png Xenophile or Fanatic Xenophile.png Fanatic Xenophile
1.50 Leader of the xenoist faction is the ruler
2.00 Has Xenophile.png Xenophile
3.00 Has Fanatic Xenophile.png Fanatic Xenophile
0.50 Has the Civic inwards perfection.png Inwards Perfection civic
0.33 Has the Civic fanatic purifiers.png Fanatic Purifiers civic
1.50 Allows alien leaders
1.50 Non-subject Xeno empire has migration acess
1.33 In a defensive pact, commerical pact or Federation with a xeno empire
0.25 A xeno empire has committed genocide on your empire's primary species
0.50 A xeno empire has enslaved a pop of your empires primary species
2.00 Pop is a xeno, does not have full citizenship and is not enslaved
2.00 Pop is not enslaved and a sapient free xeno pop is on the world
1.50 A Charismatic.png charismatic xeno is on the world

Militarist - Pacifist[edit]

The militarist - pacifist dichotomy axis considers the merit of war and what the role of the empire's military should be.

Militarists view aggression as the only needed form of diplomacy, upholding warfare as a tradition and view their military as a tool to facilitate the expansion of national borders and the subjugation of enemies by force of arms. In contrast, pacifists believe that violence breeds self-defeating hatred, death and destruction, and that friendly (or neutral) cooperation between empires is more beneficial than undignified bloodshed. In their eyes, the empire's military should only act as an armed deterrent to discourage and prevent invasions and war and that violence should only be used as a last resort in the direst of emergencies.

Militarists have a vested interest in expansionism and shows of strength, and therefore gain valuable advantages in warfare in the form of bonuses to fire rate and claim cost discounts, while also allowing them to use the "No retreat" war doctrine. Pacifists are more inclined towards inwards perfection and are able to focus more on events closer to home, with increased stability and administrative capacity.

Pacifists are naturally hesitant and reluctant to wage war and are thus unable to use the "Unrestricted wars" war policy. Fanatic Pacifists are wholly unwilling to attack anyone unless attacked first and are restricted to the "Defensive wars" war policy. These restrictions do not, however, affect Diplomacy federation.png Federation warfare.

Type Effects Principles Description
Fanatic Militarist.png Fanatic Militarist
  • Influence.png -20% Claim Influence Cost
  • Mod ship fire rate mult.png +20% Ship Fire Rate
The ability to project force is of paramount importance. The only way to preserve our way of life is to make sure everyone shares it; willingly or not...
Militarist.png Militarist
  • Influence.png -10% Claim Influence Cost
  • Mod ship fire rate mult.png +10% Ship Fire Rate
The only true virtues are courage and discipline, and channeled properly they can overcome any obstacle. Therein lies true strength; force withheld, a promise made.
Pacifist.png Pacifist
  • Mod country admin cap add.png +10 Administrative Cap
  • Stability.png +5 Stability
Conflict as a means to an end is a ridiculous concept. It is by nature destructive, destroying what was to be obtained or giving room to grow that which was to be destroyed.
Fanatic Pacifist.png Fanatic Pacifist
  • Mod country admin cap add.png +20 Administrative Cap
  • Stability.png +10 Stability
As civilized beings, the end of all armed conflict should be our primary concern. War is an evolutionary dead end, as futile as it is wasteful.
Pop Ethic Weights Militarist.png Militarist
Factor Requirement
2.00 Has imperialist faction and is not Militarist.png Militarist or Fanatic Militarist.png Fanatic Militarist
1.50 Leader of the imperialist faction is the ruler
2.00 Has Militarist.png Militarist
3.00 Has Fanatic Militarist.png Fanatic Militarist
0.33 Has the Civic inwards perfection.png Inwards Perfection civic
0.75 Has been at peace for over 20 years (After year 2250)
0.75 Has been at peace for over 40 years (After year 2250)
0.75 Has been at peace for over 60 years (After year 2250)
0.75 Has been at peace for over 80 years (After year 2250)
0.75 Has been at peace for over 100 years (After year 2250)
1.25 Another empire controls a planet you were the original owner of
2.00 Pop has citizen rights or can be military leader and is in a war
2.00 Pop has citizen rights or can be military leader and has recently lost a war
1.50 Pop has citizen rights or can be military leader and a neighbor is hostile, domineering or a rival
1.10 Pop is Strong.png Strong
1.20 Pop is Very Strong.png Very Strong
0.75 Pop is Weak.png Weak
3.00 Pop is on an occupied Planet
Pop Ethic Weights Pacifist.png Pacifist
Factor Requirement
2.00 Has prosperity faction and is not Pacifist.png Pacifist or Fanatic Pacifist.png Fanatic Pacifist
1.50 Leader of the prosperity faction is the ruler
2.00 Has Pacifist.png Pacifist
3.00 Has Fanatic Pacifist.png Fanatic Pacifist
1.50 Has the Civic inwards perfection.png Inwards Perfection civic
0.50 Has the Civic fanatic purifiers.png Fanatic Purifiers civic
1.33 Has been at peace for over 20 years (After year 2250)
1.33 Has been at peace for over 40 years (After year 2250)
1.33 Has been at peace for over 60 years (After year 2250)
1.33 Has been at peace for over 80 years (After year 2250)
1.33 Has been at peace for over 100 years (After year 2250)
0.50 Pop has citizen rights or can be military leader and any neighbor is hostile, domineering, or a rival

Materialist - Spiritualist[edit]

The materialist - spiritualist dichotomy axis looks at Epistemology, Metaphysics, the nature of being and reality in general as well as the empire's view on the Mind-Body Problem.

While the in-game text might make it seem like a "science vs religion" axis, the materialist-spiritualist axis is much deeper than that.

On one hand, materialists disregard religion as superstition, considering that the physical universe and all that lies therein is all there is, that consciousness is a product of the physical world and that life has no intrinsic meaning outside of the physical realm and that the only true purpose is what they make of it. Thus they believe that through science, they can achieve mastery over both the physical world and themselves.

In contrast, spiritualists reject raw, 'hard' science and believe that there is more to the world than what meets the eye, that consciousness surpasses materiality, that there are other planes of existence beyond the one they are on and that their temporal, corporeal bodies, subjected to the vicissitudes of the universe, are only a means towards a greater end: To improve themselves spiritually in anticipation of their future ascension to higher planes of existence.

Materialists are scientific and get a bonus to research speed and robot upkeep, while Spiritualists strive towards piety, unity, and tradition and thus gain more unity and have lower edict costs. Materialists are more likely to draw Robotic technologies, while Spiritualists are more likely to draw Psionic technologies.

Materialists are normally unable to access psionics research unless they have employed a scientist with the leader trait Psionics.png Expertise: Psionics. The trait is only available through an event because it's inaccessible without the technology Tech psionic theory.png Psionic Theory, which is also inaccessible without the expertise trait. Even having a Leader trait maniacal.png maniacal Society Research Society leader is not sufficient for a Materialist empire. Spiritualists on the other hand are capable of accessing robotics research without any restrictions but will suffer happiness penalties for not outlawing AI and cannot give citizen rights to robots of any kind.

Type Effects Principles Description
Fanatic Materialist.png Fanatic Materialist
  • Mod pop robot upkeep mult.png −20% Robot Upkeep
  • Mod country all tech research speed.png +10% Research Speed
  • Allows Academic Privilege living standards
  • Cannot use AI Outlawed policy
  • Cannot use Robotic Workers Outlawed policy
Although it hurts, we must grow up and put aside our outdated notions of morality. There is no 'divine spark' granting special value to a living mind. No object has any intrinsic value apart from what we choose to grant it. Let us embrace the freedom of certitude, and achieve maximum efficiency in all things!
Materialist.png Materialist
  • Mod pop robot upkeep mult.png −10% Robot Upkeep
  • Mod country all tech research speed.png +5% Research Speed
  • Allows Academic Privilege living standards
  • Cannot use AI Outlawed policy
  • Cannot use Robotic Workers Outlawed policy
As we reach for the stars, we must put away childish things; gods, spirits and other phantasms of the brain. Reality is cruel and unforgiving, yet we must steel ourselves and secure the survival of our race through the unflinching pursuit of science and technology.
Spiritualist.png Spiritualist
  • Unity.png +10% Monthly Unity
  • Mod country edict influence cost.png -5% Edict Cost
  • Can build Temple buildings
  • Can create Hallowed Worlds
  • Cannot use Full AI Rights policy
There are those think it behooves us to remember how tiny we are, how pointless our lives in this vast uncaring universe... What nonsense! The only truth we can ever know is that of our own existence. The universe - in all its apparent glory - is but a dream we all happen to share.
Fanatic Spiritualist.png Fanatic Spiritualist
  • Unity.png +20% Monthly Unity
  • Mod country edict influence cost.png -10% Edict Cost
  • Can build Temple buildings
  • Can create Hallowed Worlds
  • Cannot use Full AI Rights policy
Our science has proved that Consciousness begets reality. We regard with patience the childlike efforts of those who delude themselves it is the other way around, as they play with their blocks of 'hard matter'.
Pop Ethic Weights Spiritualist.png Spiritualist
Factor Requirement
2.00 Has traditionalist faction and is not Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist
1.50 Leader of the traditionalist faction is the ruler
2.00 Has Spiritualist.png Spiritualist
3.00 Has Fanatic Spiritualist.png Fanatic Spiritualist
1.25 Has Tech psionic theory.png Psionic Theory
1.50 Has mind over matter ascension perk
1.50 Has transcendence ascension perk
0.75 Has AI full rights
2.00 Is Subject of a Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist empire
1.50 Has defense pact, commercial pact or Federation with a Fanatic Spiritualist.png Fanatic Spiritualist or Spiritualist.png Spiritualist
2.00 Non-Subject Fanatic Spiritualist.png Fanatic Spiritualist or Spiritualist.png Spiritualist Empire has migration access
0.25 Pop is a robot
Pop Ethic Weights Materialist.png Materialist
Factor Requirement
2.00 Has technologist faction and is not Materialist.png Materialist or Fanatic Materialist.png Fanatic Materialist
1.50 Leader of the technologist faction is the ruler
2.00 Has Materialist.png Materialist
3.00 Has Fanatic Materialist.png Fanatic Materialist
1.25 Has the Civic mechanists.png Mechanist civic
1.25 Has AI full rights
1.33 Has a research agreement with a Fanatic Materialist.png Fanatic Materialist or Materialist.png Materialist
0.00 Pop has Priest or High Priest job
2.00 Pop is a robot
1.50 Pop has cybernetic
1.25 Pop is not a robot but owned Robot pop on planet
1.25 Pop has trait Natural Engineers.png Natural Engineers, Natural Sociologists.png Natural Sociologists or Natural Physicists.png Natural Physicists

Gestalt Consciousness[edit]

This ethic allows for a unique playstyle where the entire empire is considered to be a singular massive organism, being or collective directed by a central consciousness/mind and every individual is merely an extension of that collective consciousness/mind. With one vast linked consciousness guiding every individual, the guiding values of a gestalt consciousness empire are whatever the player deems them to be (meaning, there are no factions or ethics drift at all). Both the Auth hive mind.png Hive Mind and the Auth machine intelligence.png Machine Intelligence authorities belong to this ethic and they each have an accompanying set of civics suitable to their playstyle (as regular civics cannot be picked).

All Pops from the founder species of a Gestalt Consciousness will have a trait corresponding to the chosen authority. Their pops are not affected by happiness and will never form factions, allowing Gestalt Consciousnesses to completely ignore internal politics... though this comes as a cost, as they also cannot benefit from the influence boost and other benefits provided by happy Factions in a regular empire.

As Gestalt Consciousnesses rely completely on their ability to be connected at all time with the drone population, they are also unable to rule over non-native Pops, and any such Pops in the empire will automatically be displaced, enslaved, or purged. Similarly, Gestalt Consciousness pops that end up in non-gestalt consciousness empires will be cut off from the collective and will perish over time. In the case of a Auth hive mind.png Hive mind, however, this changes if the empire has the Ap slot available.pngEvolutionary Mastery Ascension Perk. That that case, the Hive Mind empire can integrate conquered non-native pops into their collective consciousness, allowing them to be assimilated and used like normal drones. Likewise, a Non-Hive Mind empire with the Ascension Perk that has Hive mind pops living on their planets can detach those pops from the collective consciousness they originated from and integrate them into their society as citizens.

Diplomatically, most Gestalt Consciousnesses can still coexist with other species: They have full access to diplomacy and can have non-Gestalt Consciousnesses as subjects (and can be ruled over as subjects by non-Gestal COnsciousnesses in turn), though non-Gestalt Consciousness empires tend to be somewhat distrustful of Gestalt Consciousnesses upon first contact. Unlike other ethics, Gestalt Consciousness can only be picked when creating a new empire and the choice is permanent.

Type Effects Principles Description
Gestalt consciousness.png Gestalt Consciousness
  • Mod country war exhaustion.png -20% War Exhaustion Gain
  • Influence.png +1 Monthly Influence
  • Cannot use any Auth democratic.pngAuth oligarchic.pngAuth dictatorial.pngImperial default authority
  • Can use the Full Orbital Bombardment policy
  • Rulers are Immortal
  • Native Pops are not affected by happiness and will not join Factions
  • Native Pops cannot survive in empires with a different authority
  • Non-native Pops cannot survive in Gestalt Consciousness empires
  • Can use the Menu icon policies and edicts.png No Retreat War Doctrine
We reach into the void.
The vast expanse becomes us.

Note that whilst the Ruler is immortal, regular Leaders are not, since they are merely normal drones with increased autonomy. Hive Mind Leaders will age normally, and there is a chance every ten years that one Machine Intelligence Leader will suffer a fatal accident. Hive Minds can extend leader lifespan through research and genetic engineering, whilst Machine Intelligences may take the Tradition synchronicity self preservation.png Self-Preservation Protocols Tradition to reduce the accident chance by half.

Ethics change[edit]

Empire ethics can be changed once every 20 years by embracing a faction. You will also receive a notification if another empire does so. Embracing a faction causes an ethic shift to the faction's ethic, having it added or promoted into fanatic if you have it. Other ethics gets demoted or removed to keep the total ethic points the same as before, using the following rule:

  • Shifting to a new ethic: the fanatic ethic gets demoted to non-fanatic if there is one, otherwise the ethic with the lowest attraction will be removed.
  • Shifting to an existing non-fanatic ethic: the existing fanatic ethic gets demoted to non-fanatic if there is one, otherwise the ethic with the lowest attraction will be removed.
  • Shifting to an opposite ethic: the ethic opposing the new one gets removed, if it was fanatic then your other existing ethic becomes fanatic.

One way to ensure an ethic has the lowest attraction and will be removed is to suppress it and promote other factions with the game paused, shift ethics and then undo the suppression and promotions before unpausing.

Event changes[edit]

Ethics can also be changed as a result of certain events:

  • At the end of the Old Gods event chain there is the option to "start a religious renaissance", which will shift the empire towards Spiritualist.png Spiritualist if not Fanatic Spiritualist.png Fanatic Spiritualist already.
  • Becoming a Dominion shifts an empire towards Spiritualist.png Spiritualist twice unless Gestalt consciousness.png Gestalt Consciousness, causing the empire to become Fanatic Spiritualist.png Fanatic Spiritualist.
  • If a leader gets the Leader trait psionic chosen one.png Chosen One trait via the Shroud a month later the empire will get the option to accept the "Divine Mandate" which will give the empire the following government:
    • Fanatic Authoritarian.png Fanatic Authoritarian
    • Spiritualist.png Spiritualist
    • Imperial Imperial authority
    • Civic imperial cult.png Imperial Cult civic
    • Civic philosopher king.png Philosopher King civic
    • Civic aristocratic elite.png Aristocratic Elite civic
  • Or if the government already has Fanatic Spiritualist.png Fanatic Spiritualist ethic:
    • Authoritarian.png Authoritarian
    • Fanatic Spiritualist.png Fanatic Spiritualist
    • Imperial Imperial authority
    • Civic imperial cult.png Imperial Cult civic
    • Civic philosopher king.png Philosopher King civic
    • Civic aristocratic elite.png Aristocratic Elite civic

The leader with the chosen one trait will become the new god-emperor

References[edit]


Game concepts