|
Civic
|
Effects
|
Council position
|
Requirements
|
Description
|
DLC
|
 |
Cutthroat Politics
|
−20% Edict upkeep
+1 Codebreaking
|
Prime Speaker
|
|
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.
|
|
 |
Efficient Bureaucracy
|
−20% Administrator category jobs upkeep
Bureaucrat and Priest category jobs produce Edict Fund equal to their Unity output
|
Superintendent
|
|
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.
|
|
 |
Functional Architecture
|
−15% Building and district cost
+1 Building slots
|
Master Architect
|
|
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.
|
|
 |
Mining Guilds
|
+1 Minerals from Miner category jobs
|
Chairman of the Mines
|
|
Several large mining guilds have reached a dominant position in this society. The government relies heavily on their support.
|
|
 |
Agrarian Idyll
|
+1 Housing from Generator, Mining and Agriculture districts
−1 Housing from City Districts
−5 Housing from City Segments
+2 Amenities from Farmers, Anglers, and Pearl Divers
+1 Building slot per every 4 Agriculture districts (+0.25 each)
Can research the Agrarian Utopias technology
 Cannot research the Anti-Gravity Engineering technology
 Cannot pick the Arcology Project ascension perk
|
Elder Farmer
|
 Pacifist
 Relentless Industrialists
 Post-Apocalyptic
 Remnants
 Shattered Ring
 Void Dwellers
|
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
|
|
Lord Steward
|
Oligarchic or Imperial
  Egalitarian
 Exalted Priesthood
 Merchant Guilds
 Technocracy
|
This society has an entrenched nobility that occupies the upper echelons of society.
|
|
 |
Beacon of Liberty
|
+15% Monthly unity
−15% Empire size from pops
|
Protector of Liberty
|
Democratic
 Egalitarian
  Xenophobe
 Crusader Spirit
|
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
|
+2 Unity from Soldiers
+15% Naval capacity
Can construct Recruitment Office holdings
Full Citizenship pops must have Full Military Service and vice versa
|
Chief of Service
|
Democratic or Oligarchic
 Militarist
 Fanatic Xenophile
 Reanimators
|
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
|
+1 Energy per Starbase Trading Hub module
Can build private colony ships
Starts with the Offworld Trade Companies technology
Can use the Mercantile Diplomatic Stance (unless also Inward Perfection)
|
Chief Trade Officer
|
Oligarchic
 MegaCorp DLC
  Xenophobe
|
This society is dominated by a megacorporation that has completely supplanted the role of the state.
|
|
 |
Corvée System
|
+15% Pop growth from immigration
Removes unity costs for pop resettlement
|
Employment Commissioner
|
|
This society considers it the absolute right of the state to decide where its citizens live and work.
|
|
 |
Distinguished Admiralty
|
+2 Admiral and General starting level
+20% Admiral experience gain
+10% Ship fire rate
+10 Fleet command limit
|
Lord High Admiral
|
 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.
|
|
 |
Environmentalist
|
−20% Pop consumer goods upkeep
Can construct Ranger Lodge buildings
Can construct Ranger Lodge holdings
Start with a Ranger Lodge building
|
First Warden
|
 Relentless Industrialists
|
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
|
+1 Unity from Priest category jobs
Capital Buildings replace some Politician jobs with High Priest jobs
|
Archpriest
|
Oligarchic or Dictatorial
 Spiritualist
 Merchant Guilds
 Aristocratic Elite
 Technocracy
|
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
|
+1 Unity per Governor level
−50% Leader cost
+1 Monthly loyalty from subjects
−400 Unity per level of dismissed leaders
Governors have no upkeep
No loyalty loss from multiple subjects
Cannot use Expansion Prohibited terms of agreement
Cannot use Limited Diplomacy terms of agreement
|
Chief Herald of Arms
|
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
|
+15% Pop growth from immigration
+50% Immigration pull
|
Integration Facilitator
|
|
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.
|
|
 |
Idealistic Foundation
|
+10% Citizen pop happiness
|
Tribune of Rights
|
 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
|
+100 Edict fund
|
Prime Herald
|
Imperial
 Authoritarian
 Spiritualist
|
This society has a dominant state religion where the ruler is worshiped as a living deity.
|
|
 |
Inward Perfection
|
Cannot be added or removed after game start
+20% Monthly unity
+10% Pop growth speed
+5% Citizen pop happiness
+50 Edict fund
+1 Encryption
−1 Codebreaking
−1 Available envoys
 Cannot infiltrate Pre-FTL civilizations
|
Commander of the Watch
|
 Pacifist
 Xenophobe
 Pompous Purists
 Eager Explorers
 Fear of the Dark
|
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
|
+1 Additional leader trait options
+10% Specialist pop resource output
|
Principal Instructor
|
Democratic or Oligarchic
|
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.
|
|
 |
Nationalistic Zeal
|
−20% War exhaustion gain
−15% Claim influence cost
|
Standard Bearer
|
 Militarist
|
A strong sense of nationalistic pride permeates all layers of this society.
|
|
 |
Parliamentary System
|
+40% Faction unity gain
Factions will form within 3 months
|
Speaker of Parliament
|
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
|
+20% Councilor experience gain
−1 Leader maximum negative traits
|
Lord Chancellor
|
Dictatorial or Imperial
|
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
|
+5 Stability
+1 Unity from Enforcers and Telepaths
|
Chief of Secret Police
|
 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 Cost
+10% Ruler pop resource output
+1 Codebreaking
|
Shadow Councilor
|
 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
|
+10% Slave pop resource output
35% Enslaved pop ratio
|
Labor Magistrate
|
 Authoritarian
 Pleasure Seekers
 Payback
|
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
|
+1 Research alternatives
Capital Buildings replace some Politician jobs with Science Director jobs
Scientists start with a random Expertise trait
|
Senior Science Director
|
 Materialist
 Aristocratic Elite
 Exalted Priesthood
 Merchant Guilds
 Shared Burdens
|
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
|
Replaces Entertainer jobs with Duelist jobs
+20% Army damage
+1 Mercenary Enclave capacity
|
Arbiter of Duels
|
 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.
|
|
 |
Catalytic Processing
|
Replaces Metallurgist jobs with Catalytic Technician jobs
|
Principal Catalyst
|
 Calamitous Birth
|
By focusing their industrial efforts into catalytic chemistry, this civilization has unlocked the key to using organic materials in the construction of spacebound structures.
|
|
 |
Idyllic Bloom
|
Cannot be added or removed after game start
Can construct and upgrade Gaia Seeders buildings
Can construct Gaia Seeder Outpost holdings
Start with a Gaia Seeders - Phase 1 building
Disabled by synthetic ascension special project
|
Bloom Herald
|
|
This society has always spent much time on improving and caring for their environment, in pursuit of building a true paradise for its inhabitants.
|
|
 |
Ascensionists
|
+25% Planetary ascension effects
−10% Planetary ascension cost
−25% Tradition cost from empire size
|
Minister of Ascension
|
 Spiritualist
|
The ultimate goal of this empire is to ascend to ever greater levels of fulfillment.
|
|
 |
Fanatic Purifiers
|
Cannot be added or removed after game start
+33% Fire rate
+33% Army damage
+33% Naval capacity
−15% Ship cost
|
Minister of War Production
|
Fanatic Xenophobe
Militarist or Spiritualist
 Barbaric Despoilers
 Pompous Purists
 Crusader Spirit
 Syncretic Evolution
 Common Ground
 Hegemon
 Teachers of the Shroud
 Knights of the Toxic God
 Broken Shackles
 Fear of the Dark
 Payback
|
This society appears hellbent on scouring the galaxy of all other sapient life. Come what may, they will suffer no xenos to live.
|
|
 |
Masterful Crafters
|
Replaces Artisan jobs with Artificer jobs
+1 Building slot per 3 Industrial districts (except on Habitats) (+0.34 each)
|
Master Crafter
|
|
A penchant for meticulous crafting lies at the heart of this society. Deft appendages and keen sensory organs aid them in creating truly wondrous treasures even in the most basic of trades.
|
|
 |
Pleasure Seekers
|
Can use the Decadent Lifestyle living standard
+1% Pop growth speed from Entertainers
+5 Amenities from Servants
|
Minister of Extravagance
|
 Slaver Guilds
 Warrior Culture
 Shared Burdens
|
This society rejoices in its own perfection. Those who are elevated by their privileged social structure have surrendered to a culture which glorifies pleasure and entertainment, regardless of a cost typically borne by others.
|
|
 |
Pompous Purists
|
+30% Trust growth
+2 Available envoys
Can send but cannot receive diplomatic propositions
|
Grand Marshal
|
 Xenophobe
 Inward Perfection
 Fanatic Purifiers
 Scion
 Payback
|
A society so utterly convinced of their own superiority, that any attempt at diplomacy not initated by themselves will be utterly ignored.
|
|
 |
Barbaric Despoilers
|
Cannot be added or removed after game start
+1 Mercenary Enclave capacity
Can use the Despoliation casus belli
Can use the Raiding orbital bombardment stance
 Cannot form Migration Treaties
Can only create Martial Alliance and Hegemony federations
|
Labor Intendant
|
 Militarist
 Authoritarian or  Xenophobe
  Xenophile
 Fanatic Purifiers
 Common Ground
|
This society holds few things sacred. To fight is to live, and the strongest may seize whatever they covet.
|
|
 |
Byzantine Bureaucracy
|
+1 Unity from Administrator category jobs
+1 Stability from Bureaucrat jobs
|
Administrative Coordinator
|
  Spiritualist
|
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
|
Capital Buildings replace some Politician jobs with Merchant jobs
Can use the Mercantile Diplomatic Stance (unless also Inward Perfection)
|
Director of Trade
|
 Exalted Priesthood
 Aristocratic Elite
 Technocracy
|
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
|
|
Head Arbiter
|
Fanatic Egalitarian
  Xenophobe
 Technocracy
 Pleasure Seekers
|
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.
|
|
 |
Diplomatic Corps
|
+2 Available envoys
+10% Diplomatic weight
|
High Ambassador
|
 Inward Perfection
 Fanatic Purifiers
|
This society has a long tradition of rhetoric and debate and celebrate those who are able to get their way using only words.
|
|
 |
Death Cult
|
|
Apostle of Death
|
 Spiritualist
 Inward Perfection
 Fanatic Purifiers
 Necrophage
|
This society's religion is built around periodic, ritual sacrifices. Willing initiates devote themselves to a decade of study before meeting an end whose effects ripple throughtout their culture.
|
|
 |
Memorialists
|
|
High Curator
|
 Fanatic Purifiers
|
This empire pays tribute to memories and sapients of the past, deriving greater stability and insight from the continuous cycles of death, rebirth and legacy.
|
|
 |
Reanimators
|
|
Master Necromancer
|
|
Within this society, death is no bar to the call of arms. Masters of the art of necromancy reanimate deceased corpses to raise a dread host that strikes fear into the hearts of lesser mortals.
|
|
 |
Anglers
|
Cannot be added or removed after game start
Main species must have the Aquatic trait
No Agriculture district limit on Ocean Worlds
Replaces Farmer jobs with an Angler job on wet climates
Agriculture districts create Pearl Diver jobs on wet climates
−50 Agriculture district minerals cost on wet climates
|
Minister of the Seas
|
 Post-Apocalyptic
 Shattered Ring
 Void Dwellers
 Subterranean
|
Adept at utilizing nature's bounty, this society provides for itself a stable influx of sustenance and economic value.
|
|
 |
Scavengers
|
Enables the Research & Salvage Debris debris policy
10% chance per ship debris to create a ship of equal size
+10 Opinion with the Salvagers enclave
|
Master Scrapper
|
|
In this society, nothing goes to waste, even in the grimmest times of war: no enemy technology will go undiscovered, as teams of scrappers accompanying the war fleets scrape wreckages of anything and everything worth salvaging.
|
|
 |
Mutagenic Spas
|
Can construct Mutagenic Spa buildings
|
Warden of the Baths
|
 Life-Seeded
|
This civilization engages in ritualistic mutagenic bathing, with professional attendants overseeing the use of highly dangerous substances. This 'invigorating' process may appall uninitiated onlookers.
|
|
 |
Relentless Industrialists
|
|
Chief Extraction Officer
|
 Materialist
 Agrarian Idyll
 Environmentalist
 Idyllic Bloom
 Memorialists
 Life-Seeded
|
To live is to exploit. This civilization is built around the principle of living life to the fullest, in the sense of squeezing the maximum profit from every last ounce of matter and membrane available for exploitation.
|
|
 |
Eager Explorers
|
Cannot be added or removed after game start
Start with 10 fewer pops
Start with the Subspace Drive technology
+15% Sublight Speed
+20% Survey Speed
+5% Anomaly Discovery Speed
+50% chance to draw Voidcraft technologies
Start without Research Labs
Start without a fleet
Start with a second science ship
Start with a second scientist
Certain starting technologies are not researched but available as permanent options0
Hyperspace Travel
Scientific Method
Planetary Government
Corvettes
|
Minister of Exploration
|
 Inward Perfection
 Broken Shackles
 Fear of the Dark
 Payback
|
Yearning for the stars, this civilization sped through several stages of development, reaching the age of galactic exploration far earlier than most.
|
|
 |
Heroic Past
|
+1 Leader Starting Traits
−1 Maximum Negative Traits
|
Grand Storyteller
|
|
The legendary heroes of the past inspire this civilizations young people to achieve the extraordinary. As role models, government officials are expected to embody these ideals.
|
|
 |
Vaults of Knowledge
|
+1 Leader Starting Level
+1 Effective Councilor level
Can construct Vaults of Knowledge buildings
Start with a Vaults of Knowledge building
|
Keeper of the Vaults
|
|
The knowledge, principles, and experiences of exceptional people are digitized and accumulated in the Vaults of Knowledge. Citizens can access this source of wisdom and experience to learn from the ghosts of the past.
|
|
 |
Crusader Spirit
|
+5% Ship Weapons Damage
−5% Ship Build Cost
War Philosophy is locked to Liberation Wars
Admirals have the Zealot trait
Generals have the Crusader trait
|
Lord Commander
|
 Authoritarian or  Militarist
  Pacifist
 Beacon of Liberty
 Fanatic Purifiers
|
The lack of guidance creates weak minds - which easily succumb to corruption and plunge into decadence. This society has assumed the self-imposed mantle of bringing "enlightenment" to the masses through aggressive proselytizing.
|
|
 |
Oppressive Autocracy
|
Cannot be added or removed after game start
Must use the Dystopian Society living standard
Start with a precinct Houses building
Cannot construct Holo-Theatres
Only Rulers and Enforcers produce and use Amenities
+1 Leader Capacity
−20% Leader Upkeep
+1 Crime per Pop
|
Primary Overseer
|
 Authoritarian
 Agrarian Idyll
 Environmentalist
 Free Haven
 Warrior Culture
 Pleasure Seekers
|
Only the elite of the elite deserve the best of the best. Everyone else is expected to provide for the ruling class and their lackeys.
|
|