- See also: Species rights
Policies 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.
Some resolutions in the Galactic Community can make certain policies a breach of galactic law. In this case the policy will show a warning sign next to it.
Diplomatic Stance[edit | edit source]
Diplomatic Stance determines the behavior an empire takes towards other empires on the galactic stage. It cannot be changed during a war.
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.
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.
Subjugation War Terms[edit | edit source]
Subjugation War Terms determines the initial terms of agreement for subjects created by the Subjugation and Imposed Inclusion casus belli as well as their starting 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.)
War Doctrine[edit | edit source]
War Doctrines become available after finishing the Supremacy tradition tree. They are also used by mercenary enclaves. This policy determines the overall strategic military doctrine for fleets.
Orbital Bombardment[edit | edit source]
Orbital Bombardment limits the maximum available stance of planetary bombing when orbiting enemy worlds. AI empires will always use the most powerful policy unless banned by the Galactic Community.
|Type||Max orbital bombardment stance||Requirements||Description|
|Selective||Selective||Allows only the bombardment of identified military targets, while keeping civilian casualties to a minimum.|
|Indiscriminate||Indiscriminate||Pacifist||Allows the full use of all orbital weaponry, with no regards to life on the surface|
||Allows the full use of all orbital weaponry, with no regards to life on the planet itself. Utter annihilation is the goal.|
Pre-FTL Interference[edit | edit source]
Pre-FTL Interference determines in what ways empires can interact with pre-FTL civilizations as well as what observation types Observation Posts can conduct. This policy becomes available once a pre-FTL civilization has been found.
Pre-FTL Enlightenment[edit | edit source]
Pre-FTL Enlightenment determines whether or not an empire can enlighten pre-FTL civilizations. This policy becomes available once a pre-FTL civilization has been found.
|Prohibited||Cannot enlighten pre-FTL civilizations||This society is not ready to grasp the wonders we have discovered. Exposing the truth too quickly can entail enormous risks for everyone involved.|
|Covert Only||Enables the Plant Advanced Knowledge operation||Revealing our existence to pre-FTL civilizations would alter the natural course of their development. We should help them, but without revealing our presence.|
|Allowed||By sharing our knowledge, we can actively encourage less advanced societies 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 who always have it enabled (including Rogue Servitors, which can always forcefully resettle Bio-Trophies).
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 empires, who always purge or assimilate (or make into Bio-Trophies, in the case of Rogue Servitors).
|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 | edit source]
Leader Enhancement determines whether technology can be used to improve leaders' abilities. This policy becomes available once Selected Lineages is researched and the effects also apply to already hired leaders. With Federations, if the 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.
|Natural Selection||Leaders gain no additional bonuses||Let nature take its course - it is in the crucible of experience that genius is forged.|
|Selected Lineages||Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies.|
|Capacity Boosters||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.
|Open||Borders will be open to other empires by default||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||
|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]
Economic Policy determines whether civilian or military resource production should receive more focus. The policy is not available to Gestalt Consciousness empires, which have a production policy instead.
|Civilian Economy||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||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||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]
Trade Policy determines what each unit of Trade Value is converted into once it reaches the capital system. The policy is not available to Gestalt Consciousness empires. At the start of the game, only Wealth Creation is available. The Trade League Policy is available for empires in a Trade League federation and replaces Consumer Benefits and Marketplace of Ideas options. AI always uses Consumer Benefits or Trade League if it can.
Production Policy[edit | edit source]
Production Policy determines what drone stratum a Gestalt Consciousness empire focuses on. AI will always use Balanced Production.
|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||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||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]
Artificial Intelligence policy determines how much freedom an empire gives to artificial intelligence. This policy becomes available once the Positronic AI or Synthetics technology is obtained, or after contact with certain empires. This policy is not available to Gestalt Consciousness empires as they either cannot use robots or must use them. AI decides this policy based on AI personality.
||Technologist −30||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||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.|
||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]
Robotic Workers policy determines whether robots are allowed in an empire. This policy is not available to Hive Mind empires, which disassemble all robot pops, or to Machine Intelligence empires, which always integrate them as drones.
Pre-Sapients[edit | edit source]
This policy determines whether an empire tolerates pre-sapients living on their worlds or not. This policy is unlocked when a world within the empire's borders has a pre-sapient pop on it.
Debris[edit | edit source]
Debris policy determines what will the empire do when investigating battle debris and is unlocked after another species has been met.
Refugees[edit | edit source]
Refugees 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 empires unless they have the Rogue Servitor civic.
Population Controls[edit | edit source]
Population Controls policy determines the stance on the Population Controls Species Right. The policy is not available to Gestalt Consciousness empires.
Slavery[edit | edit source]
Slavery policy determines whether an empire can give an alien species the Slave Citizenship. Gestalt Consciousness empires cannot access this policy, but may give the Slave Citizenship without it (except Rogue Servitors, who must subject them to Mandatory Pampering instead, and genocidal types, who purge them).
Purge[edit | edit source]
Purge 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 pops outside a Hive Mind) may be purged regardless of this policy setting.
Assembly Standards[edit | edit source]
|Available only with the Utopia DLC enabled.|
Assembly Standards is only available to empires that have the Assembly Standards tradition and determines the traits of pops created by Roboticist jobs.
Knightly Duties[edit | edit source]
|Available only with the Toxoids DLC enabled.|
Knightly Duties policy is only available to empires with the 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.
|Questing Knights||Our Knights will focus on the Quest and nothing else. We will seek out the Toxic God wherever it lies.|
|Knight Commanders||Our Knights are required to serve on the battlefield. We cannot spare our best fighters any longer.|
|Courtly Knights||Our Knights will be sent as ambassadors to help in our diplomatic efforts.|
|Herald Knights||Throughout our domain, the Knights are sent to proclaim our edicts, and inspire our people.|
Industrialism[edit | edit source]
|Available only with the Toxoids DLC enabled.|
Industrialism becomes available to empires with the Relentless Industrialists civic at the conclusion of the Environmental Degradation situation. It modifies the effects of Coordinated Fulfillment Center and Universal Productivity Alignment Facility buildings.
|Full Steam Ahead||Our industries shall not suffer any constraints.|
|For Science!||There is much to learn from the process of irradiating a planet.|
|Cleanup||We shall take steps to mitigate our environmental footprint.|
References[edit | edit source]
- ↑ The script code can be found in Stellaris/common/policies/00_policies.txt.
|Exploration||Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Guardians • Marauders • Caravaneers|
|Celestial bodies||Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers|
|Species||Species • Traits • Population • Pop modification • Species rights • Ethics|
|Governance||Empire • Government • Civics • Policies • Edicts • Leader • Factions • Technology • Traditions • Situations|
|Economy||Economy • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures|
|Diplomacy||Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities|
|Warfare||Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis|
|Others||The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs|