Policies

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This article has been verified for the current PC version (3.5) 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.

Diplomatic stance[edit | edit source]

The diplomatic stance determines the behavior an empire takes towards other empires on the galactic stage. It cannot be changed during a war.

Stance Effects Faction approval Requirements AI weight Description
Diplomatic stance cooperative.png
Cooperative
  • Mod diplo weight mult.png +25% Diplomatic weight
  • Envoy improve relations +50% Envoy improve relations
  • Mod country border friction mult.png −50% Border friction
  • Unknown.png +25% Operation cost
  • Unknown.png +25% Operation upkeep
  • Influence.png 0.25 Influence cost to harm relations
  • Faction icons xenoists.png Xenoist +10
  • Faction icons progressives.png Progressive +5
  • Faction icons technologists.png Technologist +5
  • Faction icons imperialists.png Imperialist −10
  • Faction icons isolationists.png Isolationist −10
  • Supremacist Supremacist −10
  • No.pngCivic inwards perfection.png Inward Perfection
  • No.pngCivic barbaric despoilers.png Barbaric Despoilers
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Modifiers0
  • ×3.00 Federation Builders AI personality
  • ×2.00 Fanatic Xenophile.png Fanatic Xenophile
  • ×1.50 Xenophile.png Xenophile
  • ×1.30 Fanatic Egalitarian.png Fanatic Egalitarian
  • ×1.30 Fanatic Pacifist.png Fanatic Pacifist
  • ×1.25 Yes.png AI personality likes aliens
  • ×1.15 Egalitarian.png Egalitarian
  • ×1.15 Pacifist.png Pacifist
  • ×1.10 Fanatic Materialist.png Fanatic Materialist
  • ×1.05 Materialist.png Materialist
  • ×0.75 Authoritarian.png Authoritarian
  • ×0.50 Fanatic Authoritarian.png Fanatic Authoritarian
  • ×0.10 Xenophobe.png Xenophobe
  • ×0.01 Become the Crisis Become the Crisis
  • ×0.00 Fanatic Xenophobe.png Fanatic Xenophobe
  • ×0.00 Hasn't encountered another empire
This empire will attempt to find common ground and negotiate with other empires in the name of friendship.
Diplomatic stance expansionist.png
Expansionist
  • Mod country spaceport cost mult.png −10% Outpost build cost
  • Mod planet colony development speed.png +15% Colony development speed
  • Mod country border friction mult.png +100% Border friction
Faction icons isolationists.png Isolationist −10 No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Modifiers0
  • ×2.00 Hasn't encountered another empire
  • ×0.01 Become the Crisis Become the Crisis
This empire seeks to grow peacefully, but has no specific diplomatic focus.
Diplomatic stance isolationist.png
Isolationist
  • Monthly unity +10% Monthly unity
  • Mod pop government ethic attraction.png +25% Governing ethics attraction
  • Mod diplo weight mult.png −50% Diplomatic weight
  • Mod country diplomacy influence cost.png +100% Diplomatic influence cost
  • Mod country border friction mult.png +200% Border friction
  • Influence.png 0.25 Influence cost to improve or harm relations
Faction icons isolationists.png Isolationist +10
  • No.pngAuth corporate.png Corporate
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Modifiers0
  • ×100. Civic inwards perfection.png Inward Perfection
  • ×2.00 Xenophobe.png Xenophobe
  • ×0.25 Hasn't encountered another empire
  • ×0.01 Become the Crisis Become the Crisis
  • ×0.00 Federation Builders AI personality
  • ×0.00 Fanatic Befrienders AI personality
  • ×3.00 AI personality is isolationist
This empire wishes to be left alone to their own affairs.
Diplomatic stance belligerent.png
Belligerent
  • Mod country war exhaustion.png −10% War exhaustion gain
  • Mod navy size add.png +10% Naval capacity
  • Mod country influence gain mult.png −10% Claim influence cost
  • Influence.png 0.25 Influence cost to improve relations
  • Faction icons imperialists.png Imperialist +10
  • Supremacist Supremacist +10
  • Faction icons isolationists.png Isolationist −10
  • Prosperity Prosperity −10
  • No.pngCivic inwards perfection.png Inward Perfection
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Modifiers0
  • ×5.00 Civic barbaric despoilers.pngAp nihilistic acquisition.png Slave raider
  • ×3.00 Auth hive mind.png Hive Mind or Civic machine assimilator.png Driven Assimilator and can't expand
  • ×2.00 Fanatic Militarist.png Fanatic Militarist
  • ×1.50 Militarist.png Militarist
  • ×1.50 Fanatic Authoritarian.png Fanatic Authoritarian
  • ×1.25 Authoritarian.png Authoritarian
  • ×1.50 Civic nationalistic zeal.png Nationalistic Zeal
  • ×1.50 Civic warrior culture.png Warrior Culture
  • ×1.50 Civic private military companies.png Private Military Companies
  • ×1.50 Civic strength of legions.png Strength of Legions
  • ×1.50 Civic machine warbots.png Warbots
  • ×1.50 Yes.png AI personality likes conquest
  • ×0.50 Fanatic Pacifist.pngPacifist.png Any degree of Pacifist
  • ×0.50 Pacifist.png Pacifist unless a neighbor rivaled them
  • ×0.00 Fanatic Pacifist.png Fanatic Pacifist unless a neighbor rivaled them
  • ×0.00 Hasn't encountered another empire
This empire will attempt to bully weaker empires into submission to their will.
Diplomatic stance supremacy.png
Supremacist
  • Diplomatic weight from fleet power +100% Diplomatic weight from fleet power
  • Mod country war exhaustion.png −20% War exhaustion gain
  • Mod navy size add.png +20% Naval capacity
  • Mod country influence gain mult.png −10% Claim influence cost
  • Influence.png 0.25 Influence cost to improve relations
  • Diplomacy opinion.png −100 Opinion to and from all empires with the same policy
  • Diplomacy rivalry.png Relaxed requirements for rivalry
  • Faction icons imperialists.png Imperialist +10
  • Supremacist Supremacist +10
  • Faction icons isolationists.png Isolationist −10
  • Prosperity Prosperity −10
  • Tradition icon supremacy.png Finished the Supremacy tradition tree
  • No.pngCivic inwards perfection.png Inward Perfection
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
  • No.pngDiplomacy isvassal.png Subject
  • No.png Humiliated
Modifiers0
  • ×10.0 Awakened Empire
  • ×10.0 Apocalypse.png The Horde
  • ×3.00 Civic warrior culture.png Warrior Culture
  • ×3.00 Civic private military companies.png Private Military Companies
  • ×3.00 Civic strength of legions.png Strength of Legions
  • ×3.00 Civic machine warbots.png Warbots
  • ×2.00 Civic nationalistic zeal.png Nationalistic Zeal
  • ×2.00 Fanatic Militarist.png Fanatic Militarist
  • ×1.50 Militarist.png Militarist
  • ×1.50 Fanatic Authoritarian.png Fanatic Authoritarian
  • ×1.50 AI personality likes conquest or subjugating other empires
  • ×1.25 Authoritarian.png Authoritarian
  • ×1.25 Civic barbaric despoilers.pngAp nihilistic acquisition.png Slave raider
  • ×0.25 Another known, neighbouring independent regular empire has at least Superior relative power
  • ×0.00 Yes.png Another known independent regular empire with the same stance has Overwhelming relative power
  • ×0.00 Yes.png Fanatic Pacifist.pngPacifist.png Any degree of Pacifist
  • ×0.00 No.png Hasn't encountered another empire
This empire demands that all will bow before them.
Diplomatic stance mercantile.png
Mercantile
  • Diplomatic weight from economy +25% Diplomatic weight from economy
  • Mod trade value mult.png +10% Trade value
  • Mod starbase trade protection add.png +5 Trade protection
  • Influence.png +0.25 Influence cost to close borders against non-rivals
  • Prosperity Prosperity +10
  • Faction icons isolationists.png Isolationist −10
  • No.pngGestalt consciousness.png Gestalt Consciousness
  • No.pngCivic inwards perfection.png Inward Perfection
  • No.pngCivic fanatic purifiers.png Fanatic Purifiers
  • Yes.png One must be true:
    • Auth corporate.png Corporate
    • Civic merchant guilds.png Merchant Guilds
    • Civic corporate dominion.png Corporate Dominion
Modifiers0
  • ×3.00 Auth corporate.png Corporate
  • ×1.25 Civic free traders.png Free Traders
  • ×0.65 Civic private military companies.png Private Military Companies
  • ×0.65 Civic private prospectors.png Private Prospectors
  • ×0.01 Become the Crisis Become the Crisis
This empire desires the facilitation of trade above all else.
Diplomatic stance withdrawn.png
Purification
Faction icons isolationists.png Isolationist −10 Civic fanatic purifiers.png Fanatic Purifiers Always This empire believes that enemies exist solely to be destroyed, and that they are the ones chosen to do so.
Diplomatic stance rest.png
Hunger
Civic devouring swarm.png Devouring Swarm Always This empire hungers and consumes.
Diplomatic stance recompiling.png
Extermination
Civic machine terminator.png Determined Exterminator Always This empire's purpose is to destroy all biological life.
Diplomatic stance isolationist.png
Dormant
Origins elder race.png Fallen Empire Always This empire fell into a dark age long ago, and largely isolates itself from the rest of the galaxy.

First contact protocol[edit | edit source]

First contact protocol dictates an empire's stance on unknown aliens as well as whether an empire can order fleets to attack another empire before establishing communications. Encountering alien life for the first time will bring the option to set the initial policy, which cannot be changed for at least 10 years.

Type Effects Faction approval Requirements AI weight Description
Contact friendly.png
Proactive
  • No.png Cannot attack neutral fleets
  • Yes.png Other empires will find it easier to establish communications
  • Influence.png +50% Influence from successful first contact
  • Time +10% First contact discovery speed
  • Faction icons xenoists.png Xenoist +10
  • Supremacist Supremacist −5
  • Faction icons isolationists.png Isolationist −10
  • No.pngXenophobe.pngFanatic Xenophobe.png Xenophobe
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Modifiers0
  • ×2 Pacifist.pngFanatic Pacifist.png Pacifist
  • ×2 Xenophile.pngFanatic Xenophile.png Xenophile
  • ×2 Civic machine servitor.png Rogue Servitor
Meeting alien civilizations presents an exciting opportunity to make new friends and fresh discoveries. We shall do our utmost to ensure that first contact happens smoothly, hailing unknown ships with a cordially-phrased greeting and a copy of our Official Standard Encyclopedia, along with its audio-visual companion dossier.
Contact isolationist.png
Cautious
  • No.png Cannot attack neutral fleets
  • Unknown.png Negative first contact events are less likely
  • Yes.png Other empires will find it harder to establish communications
  • Yes.png +2 First contact target difficulty
Supremacist Supremacist −5 No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Modifiers0
  • ×1.5 Always
We will take every measure to prevent information about ourselves from falling into alien hands before we have decided whether they will be friend or foe.
Contact hostile.png
Aggressive
  • Yes.png Can attack neutral fleets
  • First contact saucericon.png Enables hostile first contact actions
  • Supremacist Supremacist +10
  • Faction icons xenoists.png Xenoist −10
  • No.pngPacifist.pngFanatic Pacifist.png Pacifist
  • No.pngXenophile.pngFanatic Xenophile.png Xenophile
Modifiers0
  • ×2 Militarist.pngFanatic Militarist.png Militarist
  • ×2 Xenophobe.pngFanatic Xenophobe.png Xenophobe
  • ×2 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.

War philosophy[edit | edit source]

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 Faction approval Requirements AI weight Description
Unrestricted Wars
  • No restriction on system claims
  • Prosperity Prosperity −10
  • Faction icons isolationists.png Isolationist −25
  • No.pngPacifist.pngFanatic Pacifist.png Pacifist
Modifiers0
  • ×10No.png Doesn't have a valid AI personality
  • ×10 Yes.png AI personality likes conquest, subjugating other empires, or purging aliens
  • ×10 Become the Crisis Become the Crisis
  • ×0.1 GalacticCommunity mainButton single.png Banned by Resolution rules of war.png Rules of War resolution 4 or 5
War is a dish best served frequently, and to those who will not cook for themselves.
Liberation Wars
  • Claims can only be made during defensive wars
  • Animosity casus belli against rivals is replaced with the Ideology casus belli
Prosperity Prosperity −10
  • No.pngFanatic Pacifist.png Fanatic Pacifist
  • No.pngGestalt consciousness.png Gestalt Consciousness
  • No.pngCivic fanatic purifiers.png Fanatic Purifiers
Modifiers0
  • ×2 Pacifist.png Pacifist and doesn't have a valid AI personality
  • ×2 AI personality likes conquest, subjugating or liberating other empires
We must further our own interests, even when they run contrary to the interests of others.
Defensive Wars
  • Cannot declare war except for independence wars against the overlord
  • Claims can only be made during defensive wars
  • Prosperity Prosperity +10
  • Faction icons imperialists.png Imperialist −30
  • No.pngFanatic Militarist.png Fanatic Militarist
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Modifiers0
  • ×0 No.pngPacifist.pngFanatic Pacifist.png Pacifist
Violence is a last resort to ensure the integrity of our nation.

Subjugation war terms[edit | edit source]

Subjugation war terms determines the initial terms of agreement for subjects created by the Diplomacy status casus belli holder.png Subjugation and Imposed Inclusion casus belli as well as their starting Trade cat loyalty.png Loyalty. This policy is not available to subjects, though a player who becomes subjugated will regain what they had previously if they become independent. (If they are controlled by AI when they become independent, they get a ×10 weight towards picking the policy previously picked by the player.)

Type Subject integration Diplomatic freedom Expansion Overlord conflicts Contribution Trade cat loyalty.png Faction approval Authority AI weight Description
Oppressive Integration Permitted Limited Diplomacy Expansion Prohibited All −100
  • Faction icons imperialists.png Imperialist +5
  • Supremacist Supremacist +5
  • Faction icons totalitarians.png Totalitarian +5
  • Faction icons xenoists.png Xenoist −10
No.pngAuth corporate.png
Modifiers0
  • ×1.30 Fanatic Authoritarian.png Fanatic Authoritarian
  • ×1.30 Fanatic Xenophobe.png Fanatic Xenophobe
  • ×1.15 Authoritarian.png Authoritarian
  • ×1.15 Xenophobe.png Xenophobe
  • ×0.50 Pacifist.png Pacifist
  • ×0.5 0Xenophile.png Xenophile
  • ×0.10 Fanatic Pacifist.png Fanatic Pacifist
  • ×0.10 Fanatic Xenophile.png Fanatic Xenophile
Those we subjugate are inferior to us, we tolerate them only because they remain silent and shower us with their pathetic gifts.
Balanced Integration Prohibited Restricted Voting Expansion Regulated Defensive −50 Supremacist Supremacist −5 No.pngAuth corporate.png
Modifiers0
  • ×1.30 Fanatic Egalitarian.png Fanatic Egalitarian
  • ×1.30 Fanatic Materialist.png Fanatic Materialist
  • ×1.15 Egalitarian.png Egalitarian
  • ×1.15 Materialist.png Materialist
We believe in treating our subjects fairly. Perhaps in time, they will see the wisdom of our ways and the errors of theirs.
Benevolent Integration Prohibited Independent Diplomacy Expansion Permitted Defensive 0
  • Faction icons xenoists.png Xenoist +10
  • Faction icons progressives.png Progressive +5
  • Faction icons imperialists.png Imperialist −5
  • Supremacist Supremacist −5
  • Faction icons totalitarians.png Totalitarian −5
No.pngAuth corporate.png
Modifiers0
  • ×1.30 Fanatic Pacifist.png Fanatic Pacifist
  • ×1.30 Fanatic Xenophile.png Fanatic Xenophile
  • ×1.15 Pacifist.png Pacifist
  • ×1.15 Xenophile.png Xenophile
  • ×0.50 Authoritarian.png Authoritarian
  • ×0.50 Xenophobe.png Xenophobe
  • ×0.10 Fanatic Authoritarian.png Fanatic Authoritarian
  • ×0,10 Fanatic Xenophobe.png Fanatic Xenophobe
Our subjects are as much part of us as we are of them, their success is our victory, and we shall move forward as one.
Hostile Takeover Integration Prohibited Restricted Voting Expansion Regulated All Energy.pngMinerals.pngFood.png +45%
Alloys.pngConsumer goods.png +15%
−100
  • Faction icons imperialists.png Imperialist +5
  • Supremacist Supremacist +5
  • Faction icons totalitarians.png Totalitarian +5
  • Faction icons xenoists.png Xenoist −10
Auth corporate.png
Modifiers0
  • ×1.30 Fanatic Authoritarian.png Fanatic Authoritarian
  • ×1.30 Fanatic Xenophobe.png Fanatic Xenophobe
  • ×1.15 Authoritarian.png Authoritarian
  • ×1.15 Xenophobe.png Xenophobe
  • ×0.50 Pacifist.png Pacifist
  • ×0.5 0Xenophile.png Xenophile
  • ×0.10 Fanatic Pacifist.png Fanatic Pacifist
  • ×0.10 Fanatic Xenophile.png Fanatic Xenophile
The pathetic attempt to block this acquisition has failed; no matter their convictions, in the end, everyone has a price.
Standard Acquisition Integration Prohibited Restricted Voting Expansion Regulated Defensive Energy.pngMinerals.pngFood.png +30% −50 Supremacist Supremacist −5 Auth corporate.png
Modifiers0
  • ×1.30 Fanatic Egalitarian.png Fanatic Egalitarian
  • ×1.30 Fanatic Materialist.png Fanatic Materialist
  • ×1.15 Egalitarian.png Egalitarian
  • ×1.15 Materialist.png Materialist
With a satisfactory deal in place, both parties can now get back to work.
Negotiated Synergy Integration Prohibited Independent Diplomacy Expansion Permitted Defensive Energy.pngMinerals.pngFood.png +30% 0
  • Faction icons xenoists.png Xenoist +10
  • Faction icons progressives.png Progressive +5
  • Faction icons imperialists.png Imperialist −5
  • Supremacist Supremacist −5
  • Faction icons totalitarians.png Totalitarian −5
Auth corporate.png
Modifiers0
  • ×1.30 Fanatic Pacifist.png Fanatic Pacifist
  • ×1.30 Fanatic Xenophile.png Fanatic Xenophile
  • ×1.15 Pacifist.png Pacifist
  • ×1.15 Xenophile.png Xenophile
  • ×0.50 Authoritarian.png Authoritarian
  • ×0.50 Xenophobe.png Xenophobe
  • ×0.10 Fanatic Authoritarian.png Fanatic Authoritarian
  • ×0,10 Fanatic Xenophobe.png Fanatic Xenophobe
The best deals benefit both parties; like life itself, business flourishes in harmony.

War doctrine[edit | edit source]

War doctrines become available after finishing the Tradition icon supremacy.png Supremacy tradition tree. They are also used by mercenary enclaves. This policy determines the overall strategic military doctrine for fleets.

Type Effects Requirements AI weight Description
Defense in Depth Mod ship fire rate mult.png +10% Home territory fire rate
Modifiers0
  • ×0.1 Yes.png Always
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
Modifiers0
  • ×0 Fanatic Pacifist.pngPacifist.png Any degree of Pacifist
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
Modifiers0
  • ×100 Yes.png Mercenary enclave
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
  • Yes.png One must be true:
    • Militarist.pngFanatic Militarist.png Militarist
    • Gestalt consciousness.png Gestalt Consciousness
    • Civic fanatic purifiers.png Fanatic Purifiers
Modifiers0
  • ×10 Yes.png Always
  • ×00 Yes.png Honorbound Warriors AI personality
  • ×00 Yes.png Devouring Swarm AI personality
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 | edit source]

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

Type Effects Requirements AI weight Description
Selective Bombardment light.png Orbital bombardment capped at Selective
Modifiers0
  • ×0 No.pngFanatic Pacifist.pngPacifist.png Not any degree of Pacifist, unless
    GalacticCommunity mainButton single.png banned by Resolution rules of war.png Rules of War resolution 3 or higher
Allows only the bombardment of identified military targets, while keeping civilian casualties to a minimum.
Indiscriminate Bombardment limited.png Orbital bombardment capped at Indiscriminate
  • No.pngPacifist.pngFanatic Pacifist.png Pacifist
Modifiers0
  • ×0.1 GalacticCommunity mainButton single.png Affected by Resolution galactic studies.png Unchained Knowledge resolution 4 or 5[2]
Allows the full use of all orbital weaponry, with no regards to life on the surface
Armageddon Bombardment armageddon.png Orbital bombardment capped at Armageddon
  • Yes.png One must be true:
    • Civic fanatic purifiers.png Fanatic Purifiers
    • Civic machine terminator.png Determined Exterminator
    • Crisis Lvl3 btn.png Peril
Modifiers0
  • ×10 Civic fanatic purifiers.png Fanatic Purifiers
  • ×10 Civic machine terminator.png Determined Exterminator
  • ×10 Become the Crisis Become the Crisis
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 | edit source]

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

Type Effects Faction approval Requirements AI weight Description
Passive Studies
  • Observation stations are limited to Passive Study
  • Cannot use colossus weapons on primitive worlds
  • Faction icons xenoists.png Xenoist +10
  • Supremacist Supremacist −10
  • Unless Diplomacy hasvassal.png Signatory:
    • No.pngFanatic Xenophobe.png Fanatic Xenophobe
    • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png genocidal
Modifiers0
  • ×0.1 GalacticCommunity mainButton single.png Banned by Resolution galactic studies.png Unchained Knowledge resolution 3 or higher
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
  • Faction icons xenoists.png Xenoist −5
  • Supremacist Supremacist −10
  • No.pngDiplomacy hasvassal.png Signatory
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Modifiers0
  • ×2Yes.pngAI personality likes infiltrating or invading primitives
  • ×0 GalacticCommunity mainButton single.png Banned by Resolution galactic studies.png Unchained Knowledge resolution 3 or higher, and does not have such a personality
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
  • Supremacist Supremacist +5
  • Faction icons xenoists.png Xenoist −5
  • No.pngDiplomacy hasvassal.png Signatory
  • No.pngPacifist.pngFanatic Pacifist.png Pacifist
Modifiers0
  • ×3Yes.pngAI personality likes infiltrating or invading primitives
  • ×0 No.pngAI personality does not like infiltrating or invading primitives
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 | edit source]

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 AI weight Description
Prohibited Cannot 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
  • No.pngFanatic Xenophobe.png Fanatic Xenophobe
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Modifiers0
  • ×2 Yes.pngAI personality likes enlightening primitives
  • ×0 No.pngAI personality does not like enlightening primitives
  • ×0 Fanatic Xenophobe.pngXenophobe.png Any degree of Xenophobe
Through sharing our knowledge we can actively encourage natives to take their rightful place in the galactic community.

Resettlement[edit | edit source]

This policy determines if forced organic pop resettlement is enabled. The policy is not available to Gestalt consciousness.png Gestalt Consciousness who always have it enabled (including Civic machine servitor.png Rogue Servitors, which can always forcefully resettle Bio-Trophies).

Type Effects Faction approval AI weight Description
Prohibited Pops can't be forcefully resettled Faction icons progressives.png Progressive +10 Free pops cannot be forcibly resettled between planets.
Allowed Pops can be forcefully resettled Faction icons progressives.png Progressive −10
Modifiers0
  • ×0 Fanatic Egalitarian.pngEgalitarian.png Any degree of Egalitarian
Pops can be forcibly resettled between planets.

Land appropriation[edit | edit source]

Land appropriation determines whether conquered planets with pops without Full Citizenship will have some bottom-stratum pops replaced with Full Citizenship pops. The replaced pops will become refugees. The policy is not available to Gestalt consciousness.png Gestalt Consciousness empires, who always purge or assimilate (or make into Bio-Trophies, in the case of Rogue Servitors).

Type Effects AI weight Description
Prohibited Conquered planets will have their population preserved as is
Modifiers0
  • ×10 Yes.pngAI personality likes aliens
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
Modifiers0
  • ×10 No.pngAI personality does not like aliens
The land that the lesser species are not properly utilizing can be put to greater use by their betters.

Leader enhancement[edit | edit source]

Leader enhancement determines whether technology can be used to improve leaders' abilities. This policy becomes available once Selected Lineages Selected Lineages is researched and the effects also apply to already hired leaders. With Federations Federations, if the Resolution galactic studies.png Unchained Knowledge resolution 4 is passed, members of the Galactic Community must use the most powerful leader enhancement policy they have technology for, or be in breach of galactic law.

Type Effects Faction approval Requirements AI weight Description
Natural Selection Leaders gain no additional bonuses
  • Faction icons progressives.png Progressive +5
  • Faction icons totalitarians.png Totalitarian −5
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 +5
  • Faction icons progressives.png Progressive −5
  • Selected Lineages Selected Lineages technology
  • No.pngFanatic Egalitarian.png Fanatic Egalitarian
Modifiers0
  • ×0 Egalitarian.pngFanatic Egalitarian.png Egalitarian, unless mandated by Resolution galactic studies.png Unchained Knowledge resolution 4 or 5
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 +5
  • Faction icons progressives.png Progressive −5
  • Tech capacity boosters.png Capacity Boosters technology
  • No.pngEgalitarian.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.

Initial border status[edit | edit source]

Initial border status determines whether borders start open or closed to other empires.

Type Effects Requirements AI weight Description
Open Borders will be open to other empires by default
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
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
Modifiers0
  • ×5 Crisis Lvl5 btn.png Existential Threat
  • ×0 Auth corporate.png Corporate
  • ×0 No.pngAI personality is not isolationist and does not like attacking neutrals
  • ×0 No.pngFanatic Xenophobe.pngXenophobe.png Not any degree of Xenophobe
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.

Economic policy[edit | edit source]

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, which have a production policy instead.

Type Effects AI weight Description
Civilian Economy
  • Consumer goods from jobs +25% Consumer goods from jobs
  • Alloys from jobs −25% Alloys from jobs
The needs of the populace must come 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
Modifiers0
  • ×10 GalacticCommunity mainButton single.png Militarized Economy is banned by Resolution rules of war.png Rules of War resolution 5
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 from jobs −25% Consumer goods from jobs
  • Alloys from jobs +25% Alloys from jobs
Modifiers0
  • ×0 No.pngNeither of the following:
    • Fanatic Authoritarian.pngAuthoritarian.png Any degree of Authoritarian
    • Become the Crisis Become the Crisis
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 | edit source]

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. At the start of the game, only Wealth Creation is available. The Trade League Policy is available for empires in a Federation trade.png Trade League federation and replaces Consumer Benefits and Marketplace of Ideas options. AI always uses Consumer Benefits or Trade League if it can.

Type Exchange Rate Requirements Description
Wealth Creation Energy.png 1 Energy 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
  • Energy.png 0.5 Energy
  • Consumer goods.png 0.25 Consumer goods
  • Adaptive Economic Policies Adaptive Economic Policies tradition
  • No.pngFederation trade.png Trade League Federation
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
  • Energy.png 0.5 Energy
  • Unity.png 0.25 Unity
  • Adaptive Economic Policies Adaptive Economic Policies tradition
  • No.pngFederation trade.png Trade League Federation
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.
Trade League
  • Energy.png 0.5 Energy
  • Consumer goods.png 0.2 Consumer goods
  • Unity.png 0.2 Unity
Federation trade.png Trade League Federation By banding together in a trade league, we are able to prosper and secure profits on a whole new level

Production policy[edit | edit source]

This policy determines what drone stratum a Gestalt consciousness.png Gestalt Consciousness empire focuses on. AI will always use Balanced Production.

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 | edit source]

This policy determines how much freedom an empire gives to artificial intelligence. This policy becomes available once the Tech sentient ai.png Positronic AI or Synthetics Synthetics technology is obtained, or after contact with certain empires. This policy is not available to Gestalt consciousness.png Gestalt Consciousness empires as they either cannot use robots or must use them.

Type Effects Faction approval Requirements AI weight Description
Outlawed
  • Robot Pops have their sapience removed
  • Robot Pops are restricted to Worker and some Specialist jobs
  • Robot Pops can be disassembled
  • Android armies and Sapient AI Assistants are disassembled
  • Cannot research Sapient Combat Computers (can still be used if already researched)
Faction icons technologists.png Technologist −30
  • No.pngMaterialist.pngFanatic Materialist.png Materialist
  • No.pngAp synthetic evolution.png Synthetic Evolution special project
Modifiers0
  • ×5 Fanatic Spiritualist.pngSpiritualist.png Any degree of Spiritualist
  • ×0.1 GalacticCommunity mainButton single.png Banned by Resolution galactic studies.png Unchained Knowledge resolution 3 or higher
  • ×0 Fanatic Materialist.pngMaterialist.png Any degree of 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
  • Synthetic Dawn.png The AI-Related Incidents situation can take place
  • Faction icons technologists.png Technologist +10
  • Faction icons traditionalists.png Traditionalist −10
Modifiers0
  • ×5 Yes.pngAI personality likes exploiting robot workers
  • ×2 Yes.pngAI personality likes liberating robots
  • ×0 Fanatic Spiritualist.pngSpiritualist.png Any degree of Spiritualist, unless Outlawed is GalacticCommunity mainButton single.png banned by Resolution galactic studies.png Unchained Knowledge resolution 3 or higher
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 (if sapient)
  • Robot Pops can join factions (if sapient)
  • Faction icons technologists.png Technologist +10
  • Faction icons traditionalists.png Traditionalist −20
No.pngSpiritualist.pngFanatic Spiritualist.png Spiritualist
Modifiers0
  • ×5 Yes.pngAI personality likes liberating robots
  • ×0.5No.pngFanatic Materialist.pngMaterialist.png Not any degree of Materialist, unless Ap synthetic evolution.png Synthetic Evolution and completed the associated special project
  • ×0 Fanatic Spiritualist.pngSpiritualist.png Any degree of 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 | edit source]

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, or to Auth machine intelligence.png Machine Intelligence empires, which always integrate them as drones.

Type Effects Faction approval Requirements AI weight Description
Outlawed
  • Robot pops cannot be assembled
  • All robot pops are disassembled
  • Robotic armies are disassembled
  • Cannot research technologies related to robots
Faction icons technologists.png Technologist −30
  • No.pngFanatic Materialist.pngMaterialist.png Any degree of Materialist
  • No.pngMenu icon policies.png Citizen Rights AI policy
Modifiers0
  • ×0 Fanatic Materialist.pngMaterialist.png Any degree of Materialist
  • ×10 No.pngAI personality does not like exploiting robot workers
  • ×10 No.pngAI personality does not like liberating robots
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
  • Faction icons technologists.png Technologist +10
  • Faction icons traditionalists.png Traditionalist −5
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 | edit source]

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 Faction approval Requirements AI weight Description
Protected
  • No.png Pre-sapient pops cannot be purged
  • No.png Planets with pre-sapient pops cannot be terraformed
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Modifiers0
  • ×2 Yes.pngAI personality likes aliens
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
  • Yes.png Pre-Sapient pops can be purged
  • Yes.png Planets with pre-sapient pops can be terraformed
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Intelligent animals are still just animals. They can be safely ignored.
Hunted
  • Pop decline speed Pre-sapient pops will be hunted for food, slowly depleting them
  • Yes.png Planets with pre-sapient pops can be terraformed
Faction icons xenoists.png Xenoist −10
  • Utopia.png Utopia
  • No.pngXenophile.pngFanatic Xenophile.png Xenophile
  • No.pngCivic fanatic purifiers.png Fanatic Purifiers
  • No.pngAuth machine intelligence.png Machine Intelligence
  • No.pngAp synthetic evolution.png Synthetic Evolution special project
Modifiers0
  • ×0No.pngAuth hive mind.png Not Hive Mind
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
  • Pop decline speed Pre-sapient pops will be purged automatically
  • Yes.png Planets with pre-sapient pops can be terraformed
Faction icons xenoists.png Xenoist −10
  • No.pngXenophile.pngFanatic Xenophile.png Xenophile
Modifiers0
  • ×0 Yes.png One of the following is true:
    • No.pngFanatic Xenophobe.pngXenophobe.png Not any degree of Xenophobe
    • No.pngAuth machine intelligence.png Not Machine Intelligence, unless Civic machine servitor.png Rogue Servitor or Civic machine assimilator.png Driven Assimilator
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.

Debris[edit | edit source]

This policy determines what will the empire do when investigating battle debris and is unlocked after another species has been met.

Type Effects Requirements Description
Research Debris Investigating debris grants 10% progress towards used component technologies No.pngCivic scavengers.pngCivic corporate scavengers.png Scavengers civic We will research our enemies' technologies from the remains of their ships.
Scavenge Debris Investigating debris grants 10% of the ships' cost No.pngCivic scavengers.pngCivic corporate scavengers.png Scavengers civic We will scavenge resources from the remains of our enemies' ships.
Research & Salvage Debris

Investigating debris grants 10% progress towards used component technologies and 10% of the ships' cost

Civic scavengers.pngCivic corporate scavengers.png Scavengers civic As Scavengers we will strip debris for both research and resources.

Refugees[edit | edit source]

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

Type Effects Faction approval Requirements AI weight Description
No Refugees Refugees may not arrive Faction icons xenoists.png Xenoist −10 No.pngXenophile.pngFanatic Xenophile.png Xenophile
Modifiers0
No base weight
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 xenoists.png Xenoist −10 No.pngGestalt consciousness.png Gestalt Consciousness
Modifiers0
Base: 5
We cannot allow compassion to overpower good sense. Only those who would be worthwhile 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 +10
  • Faction icons isolationists.png Isolationist −10
No.pngXenophobe.png Xenophobe
Modifiers0

Base: 10

  • ×0 No.pngNone of the following are true:
    • Fanatic Xenophile.pngXenophile.png Any degree of Xenophile
    • Civic machine servitor.png Rogue Servitor
    • Yes.pngAI personality likes aliens
Those fleeing death and persecution at the hands of tyrants will be welcome within our borders.

Population controls[edit | edit source]

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

Type Effects Faction approval AI weight Description
Prohibited
  • Decision politics.png Can use the Discourage Planetary Growth decision
  • No.png Cannot enable population control in species rights
Faction icons progressives.png Progressive +5 To reproduce and propagate their species is the inalienable right of all our citizens.
Allowed
  • Decision politics.png Can use the Declare Population Controls decision
  • Yes.png Can enable population control in species rights
Faction icons progressives.png Progressive −20
Modifiers0
  • ×0 Egalitarian.pngFanatic Egalitarian.png Any degree of Egalitarian or Fanatic Xenophile.pngXenophile.png Xenophile
Long-term demographics is too important a matter to be left solely in the hands of individual actors.

Slavery[edit | edit source]

This policy determines whether an empire can give an alien species the Slave Citizenship. Gestalt consciousness.png Gestalt Consciousness empires cannot access this policy, but may give the Slave Citizenship without it (except Civic machine servitor.png Rogue Servitors, who must subject them to Mandatory Pampering instead, and genocidal types, who purge them).

Type Effects Faction approval Requirements AI weight Description
Prohibited
  • No.png Cannot use Slaves species rights
  • Mod country slave market cost mult.png +100% Slave market cost
  • No.pngCivic slaver guilds.png Slaver Guilds
  • No.pngCivic indentured assets.png Indentured Assets
The enslavement of sentient beings is an abomination and will not be tolerated within our Empire.
Allowed Yes.png Can use Slaves species rights Faction icons xenoists.png Xenoist −25
  • Authoritarian.pngFanatic Authoritarian.png Authoritarian or Xenophobe.pngFanatic Xenophobe.png Xenophobe
  • No.pngDiplomacy hasvassal.png Signatory
Modifiers0
  • ×0No.pngAI personality does not like slavery
  • ×0Yes.pngAll of the following are true:
    • No.pngFanatic Xenophobe.pngXenophobe.png Not any degree of Xenophobe
    • No.pngFanatic Militarist.pngMilitarist.png Not any degree of Militarist
    • No.pngCivic slaver guilds.png Not Slaver Guilds
    • No.pngDecadent.png Main species is not Decadent
    • Yes.pngFanatic Pacifist.pngPacifist.png Any degree of Pacifist or Fanatic Xenophile.pngXenophile.png Xenophile
Allows the enslavement of pops within our Empire.

Purge[edit | edit source]

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. Pops that cannot integrate with the empire (e.g. Hive-minded.png Hive-Minded pops outside a Auth hive mind.png Hive Mind) may be purged regardless of this policy setting.

Type Effects Faction approval Requirements AI weight Description
Prohibited
  • No.png Cannot use Undesirables species rights
  • No.pngGestalt consciousness.png Gestalt Consciousness
  • No.pngCivic fanatic purifiers.png Fanatic Purifiers
The purge is an atrocity and should always be treated as such.
Displacement Only
  • Yes.png Can use Undesirables species rights
  • Yes.png Can use Displacement purge type
Faction icons xenoists.png Xenoist −25
  • No.pngXenophile.pngFanatic Xenophile.png Xenophile
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Modifiers0
  • ×0Yes.pngAI personality likes aliens
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
  • Yes.png Can use Undesirables species rights
  • Yes.png Can use all purge types
Faction icons xenoists.png Xenoist −25
  • Yes.pngOne of the following:
    • Gestalt consciousness.png Gestalt Consciousness
    • Xenophobe.pngFanatic Xenophobe.png Xenophobe
    • Become the Crisis Become the Crisis
  • No.pngDiplomacy hasvassal.png Signatory
Modifiers0
  • ×40 Gestalt consciousness.png Gestalt Consciousness, unless Civic empath.png Empath
  • ×0 Fanatic Pacifist.pngPacifist.png Any degree of Pacifist
  • ×0 No.pngGestalt consciousness.png Not Gestalt Consciousness and AI personality does not like purging
  • ×0.1 GalacticCommunity mainButton single.png Banned by Resolution rules of war.png Rules of War resolution 2 or higher
The troublesome and corrupt elements within our Empire must be cleansed, lest their rot take root in us all.

Knightly Duties[edit | edit source]

This policy is only available to empires with the Origins toxic knights.png Knights of the Toxic God origin and grants various bonuses to the empire. The Herald Knights option is only available following certain choices during stage 5 of the Quest for the Toxic God situation. The policy will be removed if the Order is disbanded.

Type Effects Description
Questing Knights
  • Mod ship science survey speed.png +15% Survey Speed
  • Mod ship anomaly generation chance.png +15% Anomaly Discovery Chanc
Our Knights will focus on the Quest and nothing else. We will seek out the Toxic God wherever it lies.
Knight Commanders
  • Mod ship fire rate mult.png +10% Ship Fire Rate
  • Mod ship fire rate mult.png +20% Home Territory Fire Rate
  • Mod army damage mult.png +10% Army Damage

−0.2 Monthly Progress in the Quest for the Toxic God situation

Our Knights are required to serve on the battlefield. We cannot spare our best fighters any longer.
Courtly Knights
  • Diplomatic weight.png +5% Diplomatic Weight
  • Envoy.png +1 Available Envoys
Our Knights will be sent as ambassadors to help in our diplomatic efforts.
Herald Knights Mod country edict cost.png −15% Edict Cost

−0.2 Monthly Progress in the Quest for the Toxic God situation

Throughout our domain, the Knights are sent to proclaim our edicts, and inspire our people.

Industrialism[edit | edit source]

This policy becomes available to empires with the Relentless IndustrialistsCivic corporate relentless industrialists.png Relentless Industrialists civic at the conclusion of the Environmental Degradation situation. It determines the effects of Coordinated Fulfillment Center and Universal Productivity Alignment Facility buildings.

Type Effects Description
Full Steam Ahead
  • Mod pop resource output.png +50% Coordinated Fulfillment Center bonuses
  • Mod pop resource output.png +50% Universal Productivity Alignment Facility bonuses
Our industries shall not suffer any constraints.
For Science!
  • Planet nuked.png Can terraform planets to Tomb Worlds
  • Yes.png If did not use this policy before it unlocks the The Secret to a Safer Radiation special project
There is much to learn from the process of irradiating a planet.
Cleanup
  • Yes.png Planets with relentless industrialist buildings no longer turn into Tomb Worlds
  • Unity.png 10 Unity Upkeep from Coordinated Fulfillment Center buildings
  • Unity.png 20 Unity Upkeep from Universal Productivity Alignment Facility buildings
We shall take steps to mitigate our environmental footprint.

References[edit | edit source]

  1. The script code can be found in Stellaris/common/policies/00_policies.txt.
  2. This is probably a bug. It should check for a ban by Rules of War instead.
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