Policies

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This article is considered accurate for the current version (2.5) of the game.
Policies window
See also: Species rights

Policies[1] are empire-wide laws of behavior that outline the governing precepts for how an empire will guide its expansion through the stars and its stance on certain subjects. Policies are different from edicts in that they cost nothing to implement, but have effects on how citizens and other empires are likely to view each other. Once altered, a specific policy cannot be changed until 10 years have passed.

Changing policies is advised as a way to mitigate faction unhappiness in large empires that have a lot of pops of different ethics, besides the possibility of opening up new possible avenues of power.

War Philosophy[edit]

Main article: Warfare

War philosophy limits the systems an empire is allowed to make claims for. The limit is removed during defensive wars for the defender and does not apply for systems owned by Fallen Empires. War philosophy cannot be changed while at war.

Type Effects Supporting Faction Requirements Description
Unrestricted Wars
  • No restriction on system claims
Faction icons imperialists.png Imperialist Not Pacifist.pngFanatic Pacifist.png Pacifist War is a dish best served frequently, and to those who will not cook for themselves.
Liberation Wars
  • Claims on another empire's systems can only be made during defensive wars
  • Animosity Casus Belli on rivals is replaced with the Ideology Casus Belli
Faction icons isolationists.png Isolationist Not Fanatic Pacifist.png Fanatic Pacifist or Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal We must further our own interests, even when they run contrary to the interests of others.
Defensive Wars
  • Claims on any system can only be made during defensive wars
Faction icons prosperity.png Prosperity Not Fanatic Militarist.png Fanatic Militarist or Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal Violence is a last resort to ensure the integrity of our nation.

War Doctrine[edit]

The War Doctrine policy becomes available after finishing the Supremacy Tradition tree and determines the overall strategic military doctrine for fleets.

Type Effects Requirements Description
Defense in Depth Mod ship fire rate mult.png +10% Home Territory Fire Rate Let the enemy come to us. We shall fight them for every planet, every moon, every asteroid that lies within our space. We shall never surrender.
Hit and Run Mod ship disengagement.png +33% Combat Disengagement Chance
Mod ship disengagement.png -25% Emergency FTL Damage Risk
A superior foe can be gradually whittled down by repeated hit and run attacks. The killing blow is delivered only when the odds are favorable.
Rapid Deployment Mod ship speed mult.png +25% Sublight Speed
Mod ship weapon range mult.png +10% Ship Weapons Range
We must move quickly to strike where the enemy is weakest, and defend where the enemy means to attack. Maneuver is the key to success.
No Retreat Mod ship disengagement.png +100% Disengagement Chance Reduction
Mod ship speed mult.png +50% Emergency FTL Jump Cooldown
Mod ship fire rate mult.png +33% Fire Rate
Militarist.pngFanatic Militarist.png Militarist or Gestalt consciousness.png Gestalt Consciousness Our ships are expected to fight to the bitter end. We will tolerate no withdraws, no retreats, no routs. For our fleet there is only victory or death. Not one step back!

Orbital Bombardment[edit]

This policy limits the maximum available stance of planetary bombing when orbiting enemy worlds.

Type Effects Requirements Description
Selective Orbital bombardment capped at "Selective"
  • Moderate damage to Armies and Planets
  • Light damage to Pops
  • Will not kill the last 20 Pops
  • Will not bombard undefended planets
Allows only the bombardment of identified military targets, while keeping civilian casualties to a minimum.
Indiscriminate Orbital bombardment capped at "Indiscriminate"
  • Heavy damage to Armies and Planets
  • Moderate damage to Pops
  • Will not kill the last 10 Pops
  • Will bombard undefended planets
Not Pacifist.pngFanatic Pacifist.png Pacifist Allows the full use of all orbital weaponry, with no regards to life on the surface
Armageddon Orbital bombardment capped at "Armageddon"
  • Massive damage to Armies and Planets
  • Massive damage to Pops
  • Will bombard undefended planets
  • Can reduce planets to lifeless Tomb Worlds
Civic fanatic purifiers.png Fanatic Purifiers or Civic machine terminator.png Determined Exterminator Allows the full use of all orbital weaponry, with no regards to life on the planet itself. Utter annihilation is the goal.

Native Interference[edit]

Native Interference determines an empires' policy on how to interact with pre-FTL civilizations. This policy becomes available once a primitive civilization has been found.

Type Effects Supporting Faction Requirements Description
Passive Studies Observation stations are limited to Passive Study Faction icons xenoists.png Xenoist Not Fanatic Xenophobe.png Fanatic Xenophobe or Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal Primitive societies have the right to exist and evolve at their own pace, free from the control and designs of others.
Active Studies Observation stations can perform every type of study Not signatory or Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal To unlock the secrets of the universe, any and all interesting subjects must be made freely available for study.
Unrestricted Studies Can invade primitive worlds Faction icons supremacists.png Supremacist Not Pacifist.pngFanatic Pacifist.png Pacifist Even the most primitive lifeform is but another actor on the stage of galactic conflict. Should they lack the strength to resist, what right do they have to be masters of their own fate?

Native Enlightenment[edit]

Native Enlightenment determines whether or not an empire can enlighten pre-FTL civilizations. This policy becomes available once a primitive civilization has been found.

Type Effects Requirements Description
Prohibited Can not enlighten primitive worlds No native would be ready to grasp the wonders we have discovered, and exposing them to the truths of the galaxy would carry enormous risks for everyone involved.
Allowed Can enlighten primitive worlds Not Fanatic Xenophobe.png Fanatic Xenophobe or Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal Through sharing our knowledge we can actively encourage natives to take their rightful place in the galactic community.

Resettlement[edit]

This policy determines if pops that aren't enslaved can be forcibly moved from one planet to another. The policy is not available if Gestalt consciousness.png Gestalt Consciousness.

Type Effects Supporting Faction Description
Prohibited Free Pops can't be resettled Faction icons progressives.png Progressive Free pops cannot be forcibly resettled between planets.
Allowed Free Pops can be resettled Pops can be forcibly resettled between planets.

Land Appropriation[edit]

Land Appropriation determines if newly acquired planets with Pops without Full Citizenship will have some Pops replaced with Full Citizenship Pops. The replaced Pops will become refugees. The policy is not available to Gestalt consciousness.png Gestalt Consciousness empires.

Type Effects Description
Prohibited Conquered planets will have their population preserved as-is The land that our empire controls belongs to all of its inhabitants.
Allowed Planets conquered from non-citizen species will have up to 5 Pops displaced and replaced with citizens from our other planets The land that the lesser species are not properly utilizing can be put to greater use by their betters.

Leader Enhancement[edit]

Leader Enhancement determines if technology can be used to improve leader's abilities. This policy becomes available once Tech selected lineages.png Selected Lineages is researched and the effect affects already living leaders.

Type Effects Supporting Faction Requirements Description
Natural Selection Leaders gain no additional bonuses Faction icons progressives.png Progressive Let nature take its course - it is in the crucible of experience that genius is forged.
Selected Lineages Leader skill levels.png +1 Leader Level Cap
Mod leader age.png +10 Leader Lifespan
Mod leader influence cost.png +50% Leader Cost
Faction icons totalitarians.png Totalitarian Tech selected lineages.png Selected Lineages technology
Not Fanatic Egalitarian.png Fanatic Egalitarian
Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies.
Capacity Boosters Leader skill levels.png +2 Leader Level Cap
Mod leader age.png +20 Leader Lifespan
Mod leader influence cost.png +100% Leader Cost
Faction icons totalitarians.png Totalitarian Tech capacity boosters.png Capacity Boosters technology
Not Egalitarian.pngFanatic Egalitarian.png Egalitarian
We leave nothing to chance, no matter the cost. Through exacting curation of DNA banks do we build the leaders of tomorrow.

First Contact Protocol[edit]

First Contact Protocol dictates if an empire can order fleets to attack another empire before establishing communications. A direct attack order is still needed to engage.

Type Effects Requirements Description
Peaceful Can not attack neutral fleets Not Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal We will allow no hostile action to be taken against unknown lifeforms, and only retaliate if we were to be attacked first.
Aggressive Can attack neutral fleets Militarist.pngFanatic Militarist.png Militarist, Xenophobe.pngFanatic Xenophobe.png Xenophobe or Gestalt consciousness.png Gestalt Consciousness Unknown dangers may hide among the stars. To ensure our continued survival we must be ready to strike without hesitation.

Initial Border Status[edit]

Initial Border Status determines if borders start open or closed to other empires.

Type Effects Description
Open Borders will be open to other empires by default Isolation invites suspicion, and suspicion invites conflict. Let us show our neighbors that we have nothing to hide.
Closed Borders will be closed to other empires by default The borders of our empire must be well guarded, lest we fall victim to insidious influences. Only those who have proven themselves worthy may enter our space.

Food Policy[edit]

The food policy determines an empire's allocation of food for its Pops. It is not available to Auth machine intelligence.png Machine Intelligence empires unless they have the Civic machine servitor.png Rogue Servitor civic.

Type Individualist Empire Effects Hive Mind Empire Effects Description
Strict Rationing Pop resource food mult.png -25% Biological Pop Upkeep
Mod pop growth req.png -10% Pop Growth Speed
Mod pop happiness.png -10% Biological Pop Happiness
Pop resource food mult.png -25% Biological Pop Upkeep
Mod pop growth req.png -15% Pop Growth Speed
In times of need, we all must sacrifice for the greater good. What is a little starvation now, when our glorious future awaits?
Dietary Balance Pops have normal Food.png Food or Minerals.png Minerals upkeep and growth speed Our population will have all their nutritional needs met, but food is a precious resource and frivolous waste should be avoided.
Nutritional Plenitude Pop resource food mult.png +25% Biological Pop Upkeep
Mod pop growth req.png +10% Pop Growth Speed
Mod pop happiness.png +5% Biological Pop Happiness
Pop resource food mult.png +50% Biological Pop Upkeep
Mod pop growth req.png +33% Pop Growth Speed
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.

Economic Policy[edit]

The economic policy determines whether civilian or military resource production should receive more focus. The policy is not available to Gestalt consciousness.png Gestalt Consciousness empires. Using Job artisan.png Artisan / (Job artisan.png Artisan + Job foundry.png Metallurgist) as the percentage of your civilian industry, Civilian Economy is beneficial when above 62.5% and Militarized Economy is beneficial when the percentage of civilian industry is below 37.5%.

Type Effects Description
Civilian Economy Consumer goods.png +15% Monthly Consumer Goods
Alloys.png -25% Monthly Alloys
The needs of the populace must become before the business of war. Economic might, not military prowess, is what our empire will be founded on.
Mixed Economy No bonuses or penalties to resource production To commit ourselves fully to either war or peace is to restrict ourselves to a narrow view. We must be ready for whatever the future may hold.
Militarized Economy Consumer goods.png -25% Monthly Consumer Goods
Alloys.png +15% Monthly Alloys
To neglect our defense is to neglect our survival. Trinkets and baubles are scarce comfort when the enemy is battering down the gates.

Trade Policy[edit]

This policy determines what each unit of Trade value.png Trade Value is converted into once it reaches the capital system. The policy is not available to Gestalt consciousness.png Gestalt Consciousness empires.

Type Trade Value exchange rate Description
Wealth Creation 1 Energy Credits.png Energy Credits The purpose of trade is to generate profits for individuals and revenue for the state. We should focus our trade efforts fully on this creation of wealth.
Consumer Benefits 0.5 Energy Credits.png Energy Credits and 0.25 Consumer goods.png Consumer Goods Profits and taxes must take second place to improving the lives of our citizens. We should focus our trade efforts towards the manufacture and distribution of everyday necessities.
Marketplace of Ideas 0.5 Energy Credits.png Energy Credits and 0.25 Unity.png Unity Trade can be used not only to move goods around, but also to facilitate the spread of ideas. We should focus our trade efforts towards ensuring that the message of our government is heard on all planets where we do business.

Production Policy[edit]

This policy determines what drone Stratum will a Gestalt consciousness.png Gestalt Consciousness empire focus on.

Type Effects Description
Balanced Production No bonuses or penalties to resource production The Mind dedicates itself equally to the production of raw resources and finished goods.
Extraction Focus Mod pop resource output.png +20% Menial Drone Output
Mod pop resource output.png -20% Complex Drone Output
The Menial Drones that extract raw resources are given priority by the Mind, becoming more productive at the expense of the Complex Drones.
Manufacturing Focus Mod pop resource output.png -20% Menial Drone Output
Mod pop resource output.png +20% Complex Drone Output
The Complex Drones that manufacture finished goods are given priority by the Mind, becoming more productive at the expense of the Menial Drones.

Artificial Intelligence[edit]

This policy determines how much freedom an empire gives to artificial intelligence. This policy becomes available once the Tech sentient ai.png Positronic AI technology is obtained. In Synthetic Dawn.png Synthetic Dawn synthetics in servitude may start an AI rebellion.

Type Effects Supporting Faction Requirements Description & Notes
Outlawed
  • Robot Pops have their sapience removed and can only take Worker Stratum Jobs
  • Robot Pops can be disassembled
  • Android armies and Sapient AI Assistants are disassembled
  • Cannot research Sapient Combat Computers (they can still be used if already researched)
  • If robots show signs of rebelliousness removing their sapience will start an AI rebellion
Faction icons traditionalists.png Traditionalist Not Materialist.pngFanatic Materialist.png Materialist Intelligent, self-aware machines are an incalculable threat to all living things. The creation of an artificial intelligence is an offense punishable by death.
Servitude
  • Robot Pops cannot take Ruler Stratum Jobs
  • Robot Pops do not require Consumer Goods
  • Robot Pops can be dissassembled
  • Robot Pops cannot join factions
Faction icons technologists.png Technologist The overriding purpose of any machine must be to serve its masters and perform whatever tasks it was designed for, regardless of how intelligent it may be.
Citizen Rights
  • Robot Pops cannot be disassembled
  • Robot Pops require Consumer Goods
  • Robot Pops can join factions
  • Robot Pops will never rebel
Faction icons technologists.png Technologist Not Spiritualist.pngFanatic Spiritualist.png Spiritualist Any self-aware machine that fulfills the criteria of possessing true artificial intelligence is to be regarded as an individual, with all the rights and obligations that entails.

Robotic Workers[edit]

This policy determines whether robots are allowed in an empire. This policy is not available to Auth hive mind.png Hive Mind empires, which disassemble all robot Pops.

Type Effects Requirements Description & Notes
Outlawed
  • Robots Pops cannot be built
  • All robot Pops are disassembled
  • Robotic armies are disassembled
Not Materialist.pngFanatic Materialist.png Materialist or Citizen Rights AI policy Robotic automatons are a threat to not only our people's livelihoods but to the very fabric of society itself. We must not allow ourselves to be made obsolete.
Allowed
  • Robot Pops can be built and exist in the empire
The benefits of automation are obvious and immense. For the future of our people, we cannot afford to ignore the opportunities presented to us by technology.

Pre-Sapients[edit]

This policy determines whether an empire tolerates Pre-Sapients living on their planets or not. This policy is unlocked when a planet within the empire's borders has a Pre-Sapient pop on it.

Type Effects Supporting Faction Requirements Description & Notes
Protected
  • Pre-Sapient Pops cannot be purged
  • Planets with Pre-Sapient Pops cannot be terraformed
Faction icons xenoists.png Xenoist Not Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal Though still only simple animals, these beings are no less than what we ourselves once were. They should be allowed the chance at a future.
Tolerated
  • Pre-Sapient Pops can be purged
  • Planets with Pre-Sapient Pops can be terraformed
Faction icons xenoists.png Xenoist Not Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal Intelligent animals are still just animals. They can be safely ignored.
Hunted
  • Pre-Sapient Pops will be hunted for food, slowly depleting them
  • Planets with Pre-Sapient Pops can be terraformed
Not Xenophile.pngFanatic Xenophile.png Xenophile, Civic fanatic purifiers.png Fanatic Purifiers or Auth machine intelligence.png Machine Intelligence An animal without sapience can hardly be considered to be part of our empire, but perhaps they can help our growth in other ways...
Extermination
  • Pre-Sapient Pops will be purged automatically
  • Planets with Pre-Sapient Pops can be terraformed
Not Xenophile.pngFanatic Xenophile.png Xenophile All rights spring from the capacity for reason. An animal is just an animal, and an animal that stands in our way is just a pest.

Refugees[edit]

This policy determines the stance on accepting refugees that are fleeing from purges, displacement and persecution in other empires. This policy is unlocked when another species has been met and is not available to Gestalt consciousness.png Gestalt Consciousness empires unless they have the Civic machine servitor.png Rogue Servitor civic.

Type Effects Supporting Faction Requirements Description & Notes
No Refugees Refugees may not arrive Faction icons isolationists.png Isolationist Not Xenophile.pngFanatic Xenophile.png Xenophile To open our borders to the dregs of other societies would only serve to undermine the state.
Citizen Species Only Refugees may arrive if their species has Full Citizenship rights Faction icons isolationists.png Isolationist We cannot allow compassion to overpower good sense. Only those who would be worthwile additions to society should be brought into our borders.
Refugees Welcome Refugees may arrive if their species does not have Undesirables rights Faction icons xenoists.png Xenoist Not Xenophobe.pngFanatic Xenophobe.png Xenophobe Those fleeing death and persecution at the hands of tyrants will be welcome within our borders.

Population Controls[edit]

This policy determines the stance on the Population Controls Species Right. The policy is not available if Gestalt consciousness.png Gestalt Consciousness.

Type Effects Supporting Faction Description & Notes
Prohibited Can use the Decision politics.png Discourage Planetary Growth decision
Cannot enable Population Control in the species rights
Faction icons progressives.png Progressive To reproduce and propagate their species is the inalienable right of all our citizens.
Allowed Can use the Decision politics.png Declare Population Controls decision
Can enable Population Control in the species rights
Long-term demographics is too important a matter to be left solely in the hands of individual actors.

Slavery[edit]

This policy determines whether an empire can give an alien species the Slavery Citizenship. Slavery is not possible if Gestalt consciousness.png Gestalt Consciousness.

Type Effects Supporting Faction Requirements Description & Notes
Prohibited Can not enslave pops
Cost +100% Slave Market Cost
Faction icons xenoists.png Xenoist The enslavement of sentient beings is an abomination and will not be tolerated within our Empire.
Allowed Can enslave any pop Authoritarian.pngFanatic Authoritarian.png Authoritarian or Xenophobe.pngFanatic Xenophobe.png Xenophobe
Not signatory
Allows the enslavement of pops within our Empire.

Purge[edit]

This policy determines an empire's position on the forced removal of species that are no longer wanted. This policy option only dictates which degree of purging is allowed, further details on which pops are to be purged and in what way can be managed with the species rights system.

Type Effects Supporting Faction Requirements Description & Notes
Prohibited Can not Purge or Displace pops Faction icons xenoists.png Xenoist The purge is an atrocity and should always be treated as such.
Displacement Only Can Displace pops Not Xenophile.pngFanatic Xenophile.png Xenophile or signatory It is not our responsibility to see to the needs of those who would undermine the foundations of our society. Let them find their homes outside our borders.
Allowed Can Purge and Displace pops Xenophobe.pngFanatic Xenophobe.png Xenophobe
Not signatory
The troublesome and corrupt elements within our Empire must be cleansed, lest their rot take root in us all.

References[edit]

  1. The script code can be found in /Stellaris/common/policies/00_policies.txt.
Game concepts