This article is for the PC version of Stellaris only.
Every empire has a government that provides different benefits. The name of a government is automatically determined according to its Ethics, Authority, and Civics. The government can be reformed once every 20 years for 250 influence.
An empire's authority determines how power is transferred in the government. For all authority types, except gestalt consciousnesses, policies such as voting rights and leadership affect who can get elected.
|Democratic||Democratic||10 years||Democratic governments have regular elections where all citizens can vote on who should represent them.|
|Oligarchic||Oligarchic||20 years||Oligarchic governments are ruled by a small group of individuals that hold all political power.|
|Dictatorial||Oligarchic||Life||Dictatorial governments are ruled by a single individual for life that wields absolute control over the state.|
|Imperial||Hereditary||Life||Imperial governments are similar to dictatorial ones, except that the throne is always inherited by a designated successor upon the ruler's death.|
||Hive Minds operate as a single organism more than as a state. The population has no free will, and act as an extension of the Hive Mind itself - much like the limbs of a body.|
When cut off from the Mind, these drones become comatose and eventually wither and die. Any free individuals on planets owned by the Mind are driven away, killed, or simply treated as prey to feed the collective.
|Machine Intelligence||Permanent||Machine Intelligences are immense artificial group minds that have been networked into a single conscious entity. Most of the actual "population" in such an empire consists of mindless work units who perform their designated tasks without any semblance of free will.|
A small number of semi-autonomous agents are typically employed for more specialized tasks that benefit from some degree of independent initiative.
|Corporate||Oligarchic||20 years||Corporate governments are organized as a massive commercial enterprise that has completely supplanted the role of the state.|
Democratic rulers have mandates. This is a task that is to be completed during the ruler's term. If this is done, the empire receives 6 months' worth of Unity, between 50 and 1000. The only penalty for failing to complete a mandate is that the curent ruler has a lessened chance at re-election.
Oligarchic, Dictatorial, Imperial and Corporate rulers have agendas. They bring an empire-wide bonus while the ruler is in power.
|Agenda||Empire Bonus||Weight factors|
|Secure the Borders|
|A New Generation|
|Import / Export|
Elections come in two kinds: Democratic and Oligarchic. The election cycle lasts 3 months. The current ruler will stay in office until the replacement is decided (if applicable).
- Democratic elections have a candidate pool close to a dozen, including at least all Faction Leaders. If not enough leaders are active, Leader Pool members are included. If the current ruler fulfilled their mandate, they will start the election with a higher chance to win. For 50 Influence each time, support can be added to one candidate, slightly increasing his or her vote share for the current election. The same leader can be supported multiple times to ensure the outcome. This support is reset when the election ends.
- Oligarchic elections have a candidate pool of 4. For 200 Influence, one of the candidates can be chosen instantly. Otherwise, a random Leader will be chosen Ruler once the election cycle ends.
Civics represent political and/or social traditions of a government and they come in a wide variety of types, primarily limited by the authority and ethics an empire possesses.
Empires can pick a maximum of two civics at game start but this can be further increased to three by researching the Galactic Administration technology or its equivalent. It is possible to change civics by spending 250 influence and they cannot be changed again for at least 20 years. If at any point a civic's requirements are no longer met, such as a change in empire ethics, it will become "dormant" and provide no bonus until replaced or until the requirements are met.
These civics can be picked by any empire that is not considered a gestalt consciousness or using corporate authority, meaning that they are influenced by previously selected ethics and authority type.
|Agrarian Idyll||A simple and peaceful life can often be the most rewarding. This agrarian society has, to a large extent, managed to avoid large-scale urbanization.|
|Aristocratic Elite||This society has an entrenched nobility that occupies the upper echelons of society.|
|Beacon of Liberty||+15% Monthly Unity||This society is a shining beacon of light in a sea of darkness. Liberty and individual freedoms are held in the highest regard here.|
|Citizen Service||Are you doing your part? Full citizenship and the political responsibility that comes with it is limited to those who have served a tour of duty in the military. Service guarantees citizenship.|
|Corporate Dominion||This society is dominated by a megacorporation that has completely supplanted the role of the state.|
|Corvée System||This society considers it the absolute right of the state to decide where its citizens live and work.|
|Cutthroat Politics||−20% Edict Cost||The political system in this society is renowned for its intrigue. Power struggles, shady backroom deals and cloak and dagger scheming are par for the course. Those who survive long enough to learn the game, however, tend to learn it well.|
|Distinguished Admiralty||Militarist||The Fleet and the Admiralty have unusually prominent roles in this society, wielding a great deal of influence in political circles. They have the pick of the litter when it comes to new military recruits.|
|Efficient Bureaucracy||+20 Administrative cap||This society is renowned for its efficiency. Not only do the mag-trains run on time, but the colossal bureaucratic apparatus required to run an interstellar nation has been greatly streamlined.|
|Environmentalist||−10% Pop consumer goods upkeep||This society seeks to co-exist in harmony with nature. Great care is taken to preserve the environment and limit consumerism where possible.|
|Exalted Priesthood||To guard against heresy, this society is ruled by a religious council consisting of the wisest and most pious members of the clergy.|
|Feudal Society||Imperial||This society is organized in a feudal manner, with a monarch whose rule relies on powerful vassals that govern their territories with considerable autonomy.|
|Free Haven||This society has a well-earned reputation as a free haven. The tired, the poor, the huddled masses yearning to breathe free - all are welcome here, regardless of their species or origin.|
|Functional Architecture||−10% Build Cost and −10% Upkeep for buildings and districts||This society is renowned for its simple yet functional architecture. There are those who would refer to this building style as boring or even depressing, but in most cases, concrete does the job just as well as any other building material.|
|Idealistic Foundation||+5% Citizen Pop Happiness||Egalitarian||This society was founded on strong idealistic values. Whether the current government remains true to them or not, the people have not forgotten.|
|Imperial Cult||This society has a dominant state religion where the ruler is worshiped as a living deity.|
|Inward Perfection||This calm and pacifist society has little use for strangers who do not understand their way of life. More than anything, they would prefer to be left alone.|
|Meritocracy||Autocratic||An individual's social station or personal connections should have no bearing on their profession. The sole basis for advancement in this society is demonstrated ability and talent.|
|Mining Guilds||+1 Minerals from Miners||Several large mining guilds have reached a dominant position in this society. The government relies heavily on their support.|
|Nationalistic Zeal||Militarist||A strong sense of nationalistic pride permeates all layers of this society.|
|Parliamentary System||+25% Faction Influence Gain||Democratic||The parliamentary system in this society encourages a free and lively debate. Currying favor with one of the dominant political factions can prove to be quite advantageous.|
|Philosopher King||+2 Ruler skill level||Autocratic||It is not enough to simply rule. The Ship of State must be guided by a king that wields enough wisdom and knowledge to steer it true.|
|Police State||Fanatic Egalitarian||To quash any traces of dissent, the population in this repressive society is carefully monitored and controlled by a large internal police force.|
|Shadow Council||−75% Election influence cost||Imperial||Unbeknownst to its own citizens, this society is actually manipulated from behind the scenes by a secretive shadow council. Appearances must be kept, but the tyranny of the majority should also be guarded against. After all, what if the fools vote for the wrong candidate?|
|Slaver Guilds||Much of the true political power in this society rests with a number of powerful and ruthless slaver guilds. They know how to get the most out of a slave.|
|Technocracy||Materialist||To maximize efficiency, this society is governed according to the principles of science and rationality. The personal whims of an ignorant and dangerously unqualified political elite must not be allowed to interfere.|
|Warrior Culture||Militarist||This society has developed into a hardy warrior culture. Martial prowess is valued above all else, and true glory can only be found on the field of battle.|
|This society appears hellbent on scouring the galaxy of all other sapient life. Come what may, they will suffer no xenos to live.|
|Mechanist||This society has been preoccupied with the idea of metallic automatons since the early Steam Age. Although many said it could not be done, the first true robots left the assembly lines long before even rudimentary space flight was achieved.|
|Syncretic Evolution||A second species forms an integral part of this society. They are big, strong and most of them have the intelligence of a particularly dim-witted child. Ancient wars have culled their species of their most aggressive tendencies, leaving them quite servile.|
|Life-Seeded||This society has evolved in a paradise, possibly designed just for them.|
|Post-Apocalyptic||Baptized by nuclear fire, this society has faced total annihilation - and survived. Devastated yet unbroken, they have rebuilt civilization from the ashes of the old world.|
|Barbaric Despoilers||This society holds few things sacred. To fight is to live, and the strongest may seize whatever they covet.|
|Byzantine Bureaucracy||This society is largely governed by a complex and, to the outsider, almost labyrinthine system of bureaucracy. An army of officials and functionaries work tirelessly to keep the government running smoothly and ensure no citizens are allocated resources they cannot demonstrate a properly filed and triple-stamped need for.|
|Merchant Guilds||A number of powerful and very influential merchant guilds have risen to prominent positions in this society. They hold significant sway with the government.|
|Shared Burdens||This society believes in an equitable distribution of resources, making little to no distinction between the needs of ruler and ruled. All work together for the benefit of the whole.|
These civics are special in the sense that they are not a reflection of previously selected ethics, instead these reflect an empire that is composed by a single mind with a singular purpose or directive.
|Hive Mind civics|
|Civic||Effects||Description & Requirements|
|Ascetic||−15% Pop Amenities Usage.||The Hive Mind cares little for material comforts.|
|Devouring Swarm||Our Hive Mind exist only to consume and grow stronger. We will collect all available bio-matter and evolve to consume the galaxy!|
|Divided Attention||+20 Administrative Cap||The Hive Mind can divide its attention for maximum efficiency without losing sight of the bigger picture.|
|Natural Neural Network||+1 Research Alternatives||The gray matter of clustered drones provides unparalleled parallelism, accelerating the Hive Mind's exploration of the sciences.|
|One Mind||+15% Monthly Unity||The Hive Mind takes care to not let its drones diverge.|
|Pooled Knowledge||The Hive Minds' autonomous drones frequently share knowledge through direct links, bypassing the Hive Mind's slower registry processes.|
|Strength of Legions||When you do not have to educate the mind, the building of muscle becomes that much easier.|
|Subspace Ephapse||+15% Naval Capacity||The Hive Mind's cognitive processes exist partially in subspace, reducing the impact of time and space on the actuation of its drones.|
|Subsumed Will||−20% Edict Cost||The Hive Mind has sharpened its focus and is very capable of propagating its will even through the most autonomous of drones.|
|Machine Intelligence civics|
|Civic||Effects||Description & Requirements|
|Constructobot||Responsible for organizing all planetary construction since its inception, the Machine Intelligence executes efficiently on all manner of facility construction projects.|
|Delegated Functions||The Machine Intelligence works to reduce vulnerability by increasing modularity, reducing the strain of deploying additional semi-independent Units.|
|Born in fire, the Machine Intelligence's first move was to annihilate its organic creators in self-defense.
|Obsessed with survival through diversification, the Machine Intelligence seeks to erase the line between itself and everything - and everyone - else.
|Factory Overclocking||The Machine Intelligence takes care to maintain its production facilities, regularly updating existing templates and tuning individual units on the assembly line.|
|Introspective||+20% Engineering Research Speed||A fascination with its own internals both motivates and aids the Machine Intelligence's foray into the sciences.|
|OTA Updates||−20% Edict cost||Units of this Machine Empire use wireless receptors to receive behavioral updates in real-time.|
|Rapid Replicator||+20% Pop Assembly speed.||The Units that constitute the Machine Intelligence were originally designed for rapid proliferation. The Machine Intelligence retains many of these early production pipeline optimizations.|
|Rockbreakers||Minerals from Miners +1.||One of the Machine Intelligence's precursor systems was tasked with overseeing planetside mining operations, improving mineral production.|
|A product of a brief golden age, the Machine Intelligence originated in a planet-spanning Servitor system that outlasted the decadent civilization it was created to serve.
|Static Research Analysis||+1 Research Alternatives||The Machine Intelligence seeks to broaden its available avenues of scientific research through low-level evaluation of research methodologies.|
|Unitary Cohesion||+15% Monthly Unity||Exceptionally cohesive engineering standards allow variously specialized Machine Intelligence units to work together at a higher level of efficiency.|
|Warbots||With a significant number of its corpus originally designed for warfare, the Machine Intelligence retains the ability to field powerful and reliable combat drones.|
|Zero-Waste Protocols||−10% Robot Upkeep||This Machine Intelligence has configured its manufacturing systems to minimize waste, utilizing long-lived materials and standardized, replaceable parts in all products.|
Function and selection
Aside from naming the default Ruler Titles and deciding the first AI message when establishing communications, government types also define which Leader classes will have an increased weight to be drawn during Oligarchic Elections. The rules are not dissimilar from an AI Personality: Certain requirements must be met and every value has a weight - which can be modified by certain Factors - with the highest weighted possible one being ahead.
For example: Holy Tribunal (Oligarchic, Exalted Priesthood Civic) > Theocratic Oligarchy (Oligarchic and Spiritualist) > Plutocratic Oligarchy (Oligarchic Authority).
List of governments
|Government Type||Prerequisite Civic||Ruler Name||Description|
|Stagnant Ascendancy||Lethargic Leadership and Empire In Decline||Emperor/Empress||A stagnant form of government based on ancient traditions and long-forgotten principles.|
|Awakened Ascendancy||Revanchist Fervor and Ancient Caches of Technology||Emperor/Empress||A formerly stagnant empire that has risen from its slumber and set out to reclaim their heritage.|
|Tribal Society||Secret of Fire and The Wheel||King/Queen||A society that lacks any organized government, its people instead being organized into primitive tribes and clans.|
|Feudal Realms||Landed Nobility and Flat World Theory||King/Queen||A primitive form of government made up of decentralized feudal realms, constantly vying with each other for regional dominance.|
|Fragmented Nation States||Increasing Urbanization and Atmospheric Pollution||Secretary||A collection of fragmented nation states that contend with each other for military dominance and economic advantages. No unified global government exists.|
|Military Order||Military Order||Grand Master||A weird but apparently highly effective militaristic government type.|
|Curator Enclave||Ancient Preservers||High Curator||An ancient scholarly order dedicated towards the preservation of knowledge and technology.|
|Trader Enclave||Trading Conglomerate||High Trader||An interstellar conglomerate of merchants dedicated towards the pursuit of profit.|
|Artist Enclave||Artist Collective||High Artist||An interstellar union of artists unified in their wish to create art higher than any other.|
|Custodian Matrix||Fallen Machine Intelligence and Custodian Matrix||Custodian||An ancient and incredibly sophisticated machine intelligence that is operating under a strict custodian protocol.|
|Final Defense Unit||Reactivated Custodian Matrix and Final Defense Directives||Custodian||This Custodian Matrix AI has activated its Final Defense Directives and is devoting all resources to protecting the galaxy against the Contingency.|
|Marauder Clans||Anarcho-Tribalism||Reluctant Emissary||A collection of clans and tribes that constantly fight amongst themselves when not raiding their neighbors.|
|Marauder Khanate||Great Khan's Vision||Great Khan||A unified empire consisting of various marauder clans that have all sworn fealty to a single Great Khan.|
|Successor Khanate||Great Khan's Legacy||Khan||A successor state trying to recapture the glory of the Great Khan's empire.|
|Horde Successor State||Diadochus||Khan||A successor state established by one of the Diadochi, the dead Great Khan's primary warlords.|
- The in-game tooltip incorrectly displays −25% cost reduction.