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Government

(Redirected from Police State)

Version

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This article is considered accurate for the current version (2.3) of the game.

This article is for the PC version of Stellaris only.
Government interface

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.png influence.

Contents

AuthorityEdit

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.

Type Election Ruler term Changeable Effects Requirements Description
  Democratic   Democratic 10 years  
  •   Rulers have mandates
  •   Re-election
  •    Authoritarian
  •    Fanatic Authoritarian
  •    Gestalt Consciousness
Democratic governments have regular elections where all citizens can vote on who should represent them.
  Oligarchic   Oligarchic 20 years  
  •   Rulers have agendas
  •   Emergency elections (at   250 Influence)
  •    Fanatic Authoritarian
  •    Fanatic Egalitarian
  •    Gestalt Consciousness
Oligarchic governments are ruled by a small group of individuals that hold all political power.
  Dictatorial   Oligarchic Life  
  •   Rulers have agendas
  •    Egalitarian
  •    Fanatic Egalitarian
  •    Gestalt Consciousness
Dictatorial governments are ruled by a single individual for life that wields absolute control over the state.
  Imperial   Hereditary Life  
  •   Rulers have agendas
  •    Egalitarian
  •    Fanatic Egalitarian
  •    Gestalt Consciousness
Imperial governments are similar to dictatorial ones, except that the throne is always inherited by a designated successor upon the ruler's death.
  Hive Mind   Permanent  
  •   Robots
  •   +25% Pop Growth speed
  •   Unique civics
  •   Utopia DLC
  •   Gestalt Consciousness
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  
  •   +1 Extra Pops on new Colonies
  •   +10% Mining Station Output
  •   Unique civics
  •   Species group must be Machine
  •   Synthetic Dawn DLC
  •   Gestalt Consciousness
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  
  •   Rulers have agendas
  •   Emergency elections (at   250 Influence)
  •   +20 Administrative Capacity
  •   +50% Empire Sprawl Penalty
  •   Unique civics
  •   MegaCorp DLC
  •    Fanatic Authoritarian
  •    Fanatic Egalitarian
  •    Gestalt Consciousness
Corporate governments are organized as a massive commercial enterprise that has completely supplanted the role of the state.

MandatesEdit

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.

Mandate Objective Requirement
Orbital Researcher Build 4 Research Stations
Off-World Miner Build 4 Mining Stations
Energy Economics Increase Monthly Energy to at least +20   Monthly Energy below +20
Minerals Refining Increase Monthly Minerals to at least +30   Monthly Minerals below +30
Food Growth Increase Monthly Food to at least +15   Monthly Food below +15
Alloy Metallurgy Increase Monthly Alloys to at least +12   Monthly Alloys below +12
Consumer Goods Production Increase Monthly Consumer Goods to at least +6   Monthly Consumer Goods below +6
Urbanizer Build 2 City Districts World with at least 2 free District slots
Energy Infrastructure Build 2 Generator Districts World with at least 2 free District slots
Planetside Mining Build 2 Mining Districts World with at least 2 free District slots
Aggressive Agriculture Build 2 Agriculture Districts World with at least 2 free District slots

AgendasEdit

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
  •   −15% Defense Platform Build Cost
  •   +25% Defense Platform Damage
  •   +25% Defense Platform HP
  • x1.5 if   Militarist
  • x2 if   Fanatic Militarist
  • x1.5 if ruler was an Admiral
  • x2 if ruler was a General
Fleet Expansion
  •   −10% Starbase Shipyard Build Cost
  •   −5% Ship Upkeep
  •   +20% Starbase Build Speed
  • x1.5 if   Militarist
  • x2 if   Fanatic Militarist
  • x1.5 if ruler was an Admiral
Develop Industry
  •   +10% Empire Mineral Production
Scientific Leap
  •   +10% Research Speed
  • x1.5 if   Materialist
  • x2 if   Fanatic Materialist
  • x1.5 if ruler was a Scientist
Grow Economy
  •   +10% Energy Production
  • x1.5 if ruler was a Governor
A New Generation
  •   +10% Growth Speed
  •   +5% Happiness
  • x1.5 if   Pacifist
  • x2 if   Fanatic Pacifist
Expansionist Overtures
  •   −10% Claim Influence Cost
  • x2 if has the Imperialist faction
  • x1.5 if   Fanatic Militarist
National Purity
  •   +20% Xenophobe ethic attractiveness
  •   +10% Monthly Influence
  • x2 if has an Isolationist faction
  • x1.5 if   Fanatic Xenophobe
  • x0 if    Xenophile
Public Debates
  •   +25% Governing Ethics Attraction
  • x2 if has a Progressive faction
  • x0 if before midgame
Import / Export
  •   +5% Trade Value
  •   −5% Market Fee
  • x2 if has the Prosperity faction
  • x1.5 if   Fanatic Pacifist
Native Privilege
  •   +20% Xenophobe ethic attractiveness
  •   +5% Happiness
  • x2 if has a Supremacist faction
  • x1.5 if    Pacifist
  • x1.5 if    Xenophobe
  • x0 if    Xenophile
Skill Development
  •   +25% Leader Experience Gain
  • x2 if has a Technologist faction
  • x1.5 if   Fanatic Materialist
Slave Optimizations
  •   +10% Slave Output
  • x2 if has a Totalitarian faction
  • x1.5 if   Fanatic Authoritarian
  • x0 if has Prohibited Slavery policy
Selective Nostalgia
  •   +10% Unity from Jobs
  • x2 if has a Traditionalist faction
  • x1.5 if   Fanatic Spiritualist
Xeno Outreach
  •   +10% Xenophile Ethics Attraction
  • x2 if has the Xenoist faction
  • x1.5 if    Xenophile
  • x0.5 if    Xenophobe
  • x0 has less than 3 contacts

Election typeEdit

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.

CivicsEdit

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.

Standard civicsEdit

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.

Civic Effects Requirements Description DLC
  Agrarian Idyll
  •   +1 housing from Generator, Mining and Agriculture districts
  •   −1 housing from City Districts
  •   Farmers also produce   +2 amenities
  •   Cannnot pick   Arcology Project ascension perk
  •    Pacifist
  •    Syncretic Evolution
  •    Slaver Guilds
  •    Post-Apocalyptic
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
  •   +1 Governor Level Cap
  • Capital Buildings replace some   Administrator jobs with   Noble jobs
  • Can construct Noble Estates buildings that add additional   Noble jobs
  •   Oligarchic or   Imperial
  •     Egalitarian
  •    Exalted Priesthood
  •    Merchant Guilds
  •    Technocracy
  •    Byzantine Bureaucracy
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
  •   Soldiers produce an additional   +2 Unity
  •   +15% Naval capacity
  •     Autocratic
  •    Militarist
  •    Fanatic Xenophile
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
  •   Can build private colony ships
  •   Starts with the Space Trading technology
  •   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
  •   −25% Resettlement cost
  •     Egalitarian
  •    Free Haven
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
  •   +10% Ship fire rate
  •   +1 Admiral level cap
  •   +10 Fleet command limit
   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
  • Capital Buildings replace some   Administrator jobs with   High Priest jobs
  •   Priests provide   +1 Unity
  •   Oligarchic or   Dictatorial
  •    Spiritualist
  •    Merchant Guilds
  •    Aristocratic Elite
  •    Technocracy
  •    Byzantine Bureaucracy
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
  •   −50% Subject power penalty
  •   Subjects can build new starbases
  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
  •    Xenophile
  •    Corvée System
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
  •   +25% Edict duration
  •   +10% Governing ethics attraction
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
  •   +20% Pop growth speed
  •   +5% Citizen Happiness
  Diplomatic restrictions
  •   Cannot have   rivals
  •   Cannot form   defensive pacts
  •   Cannot form   commercial pact
  •   Cannot form   research agreement
  •   Cannot form   migration treaties
  •   Cannot   guarantee independence
  •   Cannot join   federations
  •   Cannot have forced   subjects
  •   Cannot   infiltrate natives
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 Leader level cap
  •   +10% Specialist output
    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
  •   −10% Claim influence cost
  •   −10% War exhaustion gain
   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
  •   +5 Stability
  •   Enforcers also produce   +1 Unity
   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
  • +10% Slave output
  •   40% Enslaved pop ratio
  •    Authoritarian
  •    Syncretic Evolution
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
  • Capital Buildings replace some   Administrator jobs with   Science Director jobs
  • Researchers also produce   +1 Unity
  Fanatic Materialist
  •    Aristocratic Elite
  •    Exalted Priesthood
  •    Merchant Guilds
  •    Byzantine Bureaucracy
  •    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
  •   +20% Army damage
  • Replaces   Entertainer Jobs with   Duelist Jobs.
   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.
  Fanatic Purifiers
  •   Cannot be added or removed after game start
  •   +33% Fire rate
  •   +33% Army damage
  •   −15% Ship cost[1]
  •   +33% Naval capacity
  Genocidal gameplay
  •   Cannot engage in diplomacy with aliens besides declaring   war or   insulting other empires
  •   Can use the Purification Casus Belli
  •   −1000 relations with every different species
  •   +200 relations for same-species   fanatic purifiers
  •   Xeno pops will always be purged
  •   Can use Armageddon Bombardment Policy
  •   Gains unity per purged pop
  •   Fanatic Xenophobe
  •   Militarist or   Spiritualist
  •    Mechanist
  •    Syncretic Evolution
  •    Barbaric Despoilers
This society appears hellbent on scouring the galaxy of all other sapient life. Come what may, they will suffer no xenos to live.  
  Mechanist
  •   Cannot be added or removed after game start
  •   Starts with the Powered Exoskeletons technology
  •   Starts with the Robotics Workers technology
  •   Starts with 8 robot pops replacing that many initial pops
  • Starts with the infrastructure to build more robot pops
  •    Materialist
  •    Syncretic Evolution
  •    Life-Seeded
  •    Post-Apocalyptic
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
  •   Cannot be added or removed after game start
  •   Starts with 12 pops of another, subservient species
  • Syncretic species possess the   serviles trait
  •    Mechanist
  •    Fanatic Purifiers
  •    Agrarian Idyll
  •    Life-Seeded
  •    Post-Apocalyptic
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
  •   Cannot be added or removed after game start
  •   Homeworld is a 25 size Gaia World with several rare planetary features
  •   Species has the Gaia climate preference
  •    Mechanist
  •    Syncretic Evolution
  •    Post-Apocalyptic
This society has evolved in a paradise, possibly designed just for them.  
  Post-Apocalyptic
  •   Cannot be added or removed after game start
  •   Homeworld is a Tomb World
  •   Pops have the Survivor trait
  •   +10 Years leader lifespan
  •   +70% Tomb World habitability
  •    Mechanist
  •    Agrarian Idyll
  •    Syncretic Evolution
  •    Life-Seeded
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
  •   Cannot be added or removed after game start
  •   Can use the Despoliation Casus Belli
  •   Can use the Raiding orbital bombardment stance
  •   Cannot form   migration treaties
  •   Cannot join   Federations
  •    Militarist
  •    Authoritarian or    Xenophobe
  •     Xenophile
  •    Fanatic Purifiers
This society holds few things sacred. To fight is to live, and the strongest may seize whatever they covet.  
  Byzantine Bureaucracy
  •   −10% Pop amenities usage
  •   −10% Pop housing usage
  • Can construct Bureaucratic Complex buildings that add additional   Administrator jobs
  •    Exalted Priesthood
  •    Aristocratic Elite
  •    Technocracy
  •    Merchant Guilds
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 provide   jobs
  •   Merchants also provide   +2 Unity
  •    Exalted Priesthood
  •    Aristocratic Elite
  •    Technocracy
  •    Byzantine Bureaucracy
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
  • Allows Shared Burdens living standard under which all pops have moderate   consumer goods upkeep regardless of strata
  • Disables the use of most other living standards
  •   +5 Stability
  • Pop demotes Strata much more rapidly
  •   Fanatic Egalitarian
  •     Xenophobe
  •    Technocracy
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.  

Corporate civicsEdit

An empire that uses   corporate authority has its own set of unique civics.

Civic Effects Description & Requirements
  Brand Loyalty   +15% Monthly Unity This Megacorporation has fostered a great sense of brand loyalty among its internal consumer base. Its catchy corporate slogans can be recited by nearly everyone.
  Criminal Heritage
  •   Cannot be added or removed after game start
  •   Cannot have commercial pacts
  •   Cannot join   federations
  • Can build Branch Offices on the planet of any regular empire they have no war or active truce with
  • Crime on Branch Office Planets increases Branch Office Value
  • Can build special Crime-Increasing Corporate Buildings
This megacorporation can trace its origins back to a crime syndicate that eventually grew powerful enough to supplant all forms of local government.
  Franchising
  •   −33% Subject Power Penalty
  •   −25% Empire Sprawl from Branch Office
This megacorporation relies heavily on franchising. Subsidiaries share a greater cut of their profits with their corporate overlord, in exchange for a license to market their goods under established brands.
  Free Traders
  •   +10% Trade Value
  •   +10% Branch Office Value
The trading fleets of this megacorporation are bolstered by semi-independent free traders operating under license.
  Gospel of the Masses
  •   +50% Spiritualist ethics attraction
  • Spiritualist pops give additional   +0,25 trade value on all Planets and Branch Offices
  • Can build Temple of Prosperity Corporate Building
This Megacorporation embraces a curious blend of commercial and spiritualistic values, in which the position of ordained minister and corporate officer have merged into a single role.
  Indentured Assets
  •   +10% Slave Output
  •   Enslaved Pop ratio: 40%
This Megacorporation specializes in large indentured workforces. It has little to do with the barbaric practice of slavery - these workers are merely paying off their debts... indefinitely.
  •   Authoritarian
  Media Conglomerate
  •   +5% Citizen Happiness
  •   −5% War Exhaustion Gain
Before branching into other fields, this Megacorporation began its rise to fortune as a media conglomerate. Its PR department are still masters of spinning stories and presenting the latest quarterly report in the most advantageous way.
  Private Military Companies
  •   +20% Army Damage
  •   −20% Army Upkeep
This Megacorporation has a large number of powerful private military companies on its payroll. These mercenary contractors augment its ground forces.
  Private Prospectors
  •   +10 Administrative Cap
  •   Can build private colony ships
Building better worlds is hazardous work, but this Megacorporation relies on private prospectors to chart and establish footholds on promising planets.
  Ruthless Competition
  •  +1 Leader Level Cap
  •  +10% Leader Experience Gain
All level of society in this Megacorporation are constantly vying with each other in ruthless competition. It's a dog-eat-dog world.
  Trading Posts   +4 Starbase Capacity Good business is where you find it. This Megacorporation has a long tradition of spreading its influence through the establishment on trading posts. Their starbases are busy centers of trade.

Gestalt Consciousness civicsEdit

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
  •   Cannot be added or removed after game start
  •   +25% Ship Hull Points
  •   +0.5% Daily Hull and Armor Regeneration
  •   −50% Starbase Influence cost
  •   +40% Army Damage
  •   +20% Biology Research Speed
  •   −25% Ship Cost
  •   +33% Naval Capacity
  Genocidal
  •   Cannot engage in diplomacy with aliens besides declaring   war or   insulting rival other empires
  •   Can use the Hunger Casus Belli
  •   −1000 relations with every different species
  •   Xeno pops will always be eaten
  •   Gains society research from eating xeno pops
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
  •   +1 Leader Level Cap
  •   +1 Leader Pool Size
The Hive Minds' autonomous drones frequently share knowledge through direct links, bypassing the Hive Mind's slower registry processes.
  Strength of Legions
  •   +20% Army Damage
  •   −20% Army Upkeep
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
  •   −10% Building and District cost
  •   −10% Building and District upkeep
Responsible for organizing all planetary construction since its inception, the Machine Intelligence executes efficiently on all manner of facility construction projects.
  Delegated Functions
  •   −25% Leader Upkeep
  •   +1 Leader Pool Size
The Machine Intelligence works to reduce vulnerability by increasing modularity, reducing the strain of deploying additional semi-independent Units.
  Determined Exterminator
  •   Cannot be added or removed after game start
  •   +25% Weapons Damage
  •   −30% Starbase Influence cost
  •   −15% Ship Cost
  •   +33% Naval Capacity
  •   Homeworld is a Tomb World
  Genocidal
  •   Cannot engage in diplomacy with organics besides declaring   war,   insult, or   rival other empires
  •   Can use the Purification Casus Belli
  •   −1000 relations with every organic and   Rogue Servitor empire
  •   +200 relations if empire is a   Determined Exterminator as well
  •   Organic pps will always be purged
  •   Gains unity per purged organic POP
  •   Can use   armageddon bombardment
Born in fire, the Machine Intelligence's first move was to annihilate its organic creators in self-defense.
  •    Driven Assimilator.
  •    Rogue Servitor.
  Driven Assimilator
  •   Cannot be added or removed after game start
  Unique effects
  •   −100 relations with every non-  Gestalt Consciousness empire (excluding Fallen Empires)
  •   −200 relations with every    Spiritualist empire (excluding Fallen Empires)
  •   −1000 relations with Democratic Crusaders
  •   Starts with cyborg pops replacing four initial pops
  •   Can assimilate other organics into cyborgs
  •   Gains unity and   society research per assimilated pop
  •   Non-assimilating pops will always be purged
Obsessed with survival through diversification, the Machine Intelligence seeks to erase the line between itself and everything - and everyone - else.
  •    Determined Exterminator
  •    Rogue Servitor
  Factory Overclocking
  •   +1 Leader Level Cap
  •   +10% Leader Experience Gain
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.
  Rogue Servitor
  •   Cannot be added or removed after game start
  Unique effects
  •   Starts with five organic pops in addition to the initial pops
  •   Organic pops are automatically granted Bio Trophy citizenship and Mandatory Pampering living standards
  •   Can construct Organic Sanctuary buildings that allow Bio-Trophies to generate   Unity
  •   Cannot construct normal Machine Empire   Unity-producing buildings such as the Uplink Node
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.
  •    Determined Exterminator
  •    Driven Assimilator
  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
  •   +20% Army Damage
  •   −20% Army Upkeep
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.

Non-player civicsEdit

Civic Effects Requirements
Lethargic Leadership Unable to construct new ships Sleeping Fallen Empire
Empire In Decline Unable to conquer or colonize planets Sleeping Fallen Empire
Fallen Machine Intelligence Unable to construct new ships Machine Fallen Empire
Custodian Matrix Unable to conquer or colonize planets Machine Fallen Empire
Revanchist Fervor   +1 Monthly Influence Awakened Fallen Empire
Ancient Caches of Technology   +50% Resources from Jobs Awakened Fallen Empire
Secret of Fire Stone and Bronze Age primitives
The Wheel Stone and Bronze Age primitives
Landed Nobility pre-Steam Age primitives
Flat World Theory pre-Steam Age primitives
Increasing Urbanization post-Steam Age primitives
Atmospheric Pollution post-Steam Age primitives
Military Order Sentinels
Ancient Preservers Curator enclaves
Trading Conglomerate Trader enclaves
Artist Collective Artist enclaves
Reactivated Custodian Matrix Unable to conquer or colonize planets Awakened Machine Fallen Empire
Final Defense Directives   +10% Fire Rate
  +50% Energy from Jobs
Awakened Machine Fallen Empire (66% chance)
Corrupted Defense Directives   +10% Fire Rate
  +50% Energy from Jobs
Awakened Machine Fallen Empire (33% chance)
Anarcho-Tribalism Marauder Empires
Great Khan's Vision The Horde
Great Khan's Legacy New Khanate
Diadochus Diadochus
Mercantile Priesthood Nuministic Order
Orlan Topless Pyramid Vengralian Trium

Government TypeEdit

Function and selectionEdit

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 governmentsEdit

Government Type Authority Ethics and Civics Election
Candidates
Ruler Name Heir Name Weight & Modifiers Description
Representative Democracy   Any President Base: 1 This government is a representative democracy, where citizens vote on officials who are elected to represent them.
Plutocratic Oligarchy   Any High Commissioner Base: 1 This government is a plutocratic form of oligarchy, ruled by a wealthy and influential elite.
Constitutional Dictatorship   Any Executor Base: 1 This government is a dictatorship where a single individual has been granted perpetual emergency powers to preserve the state from any threats, real or imagined.
Despotic Empire   Heir Emperor
Empress
Crown Prince
Crown Princess
Base: 1 This government is a relatively pure form of autocracy, with an absolute ruler that governs the state with an iron gripping appendage.
Elective Monarchy     Philosopher King Any High King
High Queen
Base: 800 This government is a form of enlightened autocracy, where a strong emphasis is put on the knowledge and qualifications of the elected monarch.
Enlightened Monarchy     Philosopher King Heir High King
High Queen
Crown Prince
Crown Princess
Base: 800 This government is a hereditary form of enlightened autocracy, where a strong emphasis is put on the knowledge and qualifications of the ruling monarch.
Feudal Empire     Feudal Society Heir Emperor
Empress
Crown Prince
Crown Princess
Base: 700 This government is a feudal autocracy where the monarch rules indirectly, granting offices and territories to vassals in exchange for obligations in the form of taxes and military service.
Communal Parity     Shared Burdens Any Presiding Speaker Base: 10000 This government promotes total equality for all its citizens, regardless of their jobs or assigned tasks. One life is worth the same as any other.
Theocratic Republic      Spiritualist Any Revered Elder Base: 5 This government is a spiritualistic form of democracy, where a religious council supervises the democratic process and serves in an advisory role.
Theocratic Oligarchy      Spiritualist Governors Chief Precentor Base: 5 This government is a spiritualistic form of oligarchy, where the political leadership lies in the hands of the leaders of the nation's most powerful religious factions.
Theocratic Dictatorship      Spiritualist Governors Patriarch
Matriarch
Base: 5 This government is a spiritualistic dictatorship, ruled by a single individual in a hierarchical power structure supported by the official state religion.
Theocratic Monarchy      Spiritualist Heir Archprophet
Archprophetess
High Priest
High Priestess
Base: 5 This government is a spiritualistic form of autocracy, where the ruler is treated as a divine symbol. Organized religion is widely employed in support of the state apparatus.
Divine Empire     Imperial Cult Heir God-Emperor
God-Empress
Saint Base: 1000 This government is a form of spiritualistic autocracy. Everything is shaped by the official state religion, and the ruler is worshiped as an infallible living god.
Celestial Empire     Inward Perfection
  Spiritualist
Heir Celestial Emperor
Celestial Empress
Crown Prince
Crown Princess
Base: 1000 This government is a hereditary monarchy, where the ruler is seen as a child of heaven in a largely pacifist and isolationist society.
Holy Tribunal     Exalted Priesthood Governors High Inquisitor Base: 1000 This government is a spiritualistic form of oligarchy, where a divinely guided council made up of clergy controls the state. No division exists between the state and the dominant organized religion.
Military Commissariat      Militarist Admirals, Generals and Governors Commissary-General

Base: 5

  • x2 if   Fanatic Militarist
  • x1.1 if either:
    •   Distinguished Admiralty
    •   Nationalistic Zeal
This government is nominally democratic, with the dividing line between the civil administration and the military having blurred to the point where they have largely become one and the same.
Military Junta      Militarist Admirals and Generals Archon

Base: 5

  • x2 if   Fanatic Militarist
  • x1.1 if either:
    •   Distinguished Admiralty
    •   Nationalistic Zeal
This government is a militaristic form of oligarchy, where power rests with a council of high-ranking military officers who oversee all matters of state.
Military Dictatorship      Militarist Admirals and Generals Grand Marshal

Base: 5

  • x2 if   Fanatic Militarist
  • x1.1 if either:
    •   Distinguished Admiralty
    •   Nationalistic Zeal
This government is a militaristic form of autocracy, with the ruler serving as the undisputed head of the military which is firmly in control of the state apparatus.
Star Empire      Militarist Heir Emperor
Empress
Crown Prince
Crown Princess

Base: 5

  • x2 if   Fanatic Militarist
  • x1.1 if either:
    •   Distinguished Admiralty
    •   Nationalistic Zeal
This government is a hereditary and militaristic form of autocracy, with a single sovereign controlling both the government and the military.
Assembly of Clans     Warrior Culture Admirals and Generals Clan Speaker Base: 800 This government is a militaristic form of democracy, where all free clan warriors can make their voices heard.
War Council     Warrior Culture Admirals and Generals Warlord Base: 800 This government is a militaristic form of oligarchy, where all decisions concerning the state are taken by a council of the nation's strongest warlords.
Martial Dictatorship     Warrior Culture Admirals and Generals Imperator
Imperatrix
Base: 800 This government is a militaristic form of autocracy, where the warrior who is considered the strongest leader rules with absolute power.
Martial Empire     Warrior Culture Heir Emperor
Empress
Crown Prince
Crown Princess
Base: 800 This government is a militaristic form of hereditary autocracy, where the state exists largely to support the military. Martial ability is highly valued, and all citizens are regularly drilled in matters of war.
Citizen Republic     Citizen Service Admirals, Generals and Governors Consul Base: 900 This government is a militaristic form of democracy, where full citizenship can only be gained through military service. The voting franchise is limited to full citizens, and they are the only ones allowed to hold public offices.
Citizen Stratocracy     Citizen Service Admirals and Generals Strategos Base: 900 This government is an advanced form of militaristic oligarchy, where the military has subsumed all aspects of civilian administration. All government offices are held by military officers.
Moral Democracy      Pacifist Scientists and Governors Prime Minister

Base: 5

  • x2 if   Fanatic Pacifist
  • x1.5 if   Agrarian Idyll
This government is a pacifistic form of democracy, firmly guided by moralist principles and non-violence.
Irenic Bureaucracy      Pacifist Scientists and Governors Coordinator

Base: 5

  • x2 if   Fanatic Pacifist
  • x1.5 if   Agrarian Idyll
This government is a pacifistic form of oligarchy, where a complicated system of bureaucracy governs all aspects of society to ensure the safety of the citizenry.
Irenic Dictatorship      Pacifist Scientists and Governors Serene Protector

Base: 5

  • x2 if   Fanatic Pacifist
  • x1.5 if   Agrarian Idyll
This government is a pacifist form of autocracy, where the state is charged with protecting the citizenry from their own violent tendencies as well as any external threats.
Irenic Monarchy      Pacifist Heir King
Queen
Crown Prince
Crown Princess

Base: 5

  • x2 if   Fanatic Pacifist
  • x1.5 if   Agrarian Idyll
This government is a pacifist form of hereditary autocracy, where the ruler is regarded as a benevolent guardian that is striving to protect the citizens from a violent galaxy.
Direct Democracy      Materialist Any Chancellor

Base: 5

  • x2 if   Fanatic Materialist
  • x1.5 if   Mechanist
This government is a materialistic form of democracy, where citizens use computer networks to vote directly on most matters regarding the state.
Executive Committee      Materialist Any Chairman
Chairwoman

Base: 5

  • x2 if   Fanatic Materialist
  • x1.5 if   Mechanist
This government is a materialistic form of oligarchy, where a powerful bureaucracy governs the state and guides the citizenry towards productive and meaningful goals.
Totalitarian Regime      Materialist Any Primarch

Base: 5

  • x2 if   Fanatic Materialist
  • x1.5 if   Mechanist
This government is a materialistic form of autocracy, where the state aspires towards full control over the lives of its citizens in the name of efficiency.
Despotic Hegemony      Materialist Heir Overlord Deputy Overlord

Base: 5

  • x2 if   Fanatic Materialist
  • x1.5 if   Mechanist
This government is a materialistic form of hereditary autocracy, where citizens are viewed as little more than cogs in the state machinery. Efficiency and technological progress are valued above all things.
Rational Consensus     Technocracy Scientists First Speaker Base: 900 The government is a materialistic form of democracy, governed according to principles based on rationality and scientific theory.
Science Directorate     Technocracy Scientists Director-General Base: 900 This government is a materialistic form of oligarchy, where a committee of scientists supervises the government apparatus for maximum efficiency.
Technocratic Dictatorship     Technocracy Scientists Overseer Base: 900 This government is a materialistic form of autocracy, where the scientific elite has assumed control over the state in the name of efficiency and technological progress.
Illuminated Autocracy     Technocracy Heir Primus Secundus Base: 900 This government is a materialistic form of hereditary autocracy, based on technocratic principles that the sovereign is sworn to uphold. Nothing is valued more highly than scientific knowledge and the advancement of technology.
Purity Assembly     Fanatic Purifiers Any Prime Justiciar Base: 2000 This government is a form of rabidly xenophobic democracy, where an elected assembly has been charged with overseeing the extermination of all lesser species in the galaxy.
Purification Committee     Fanatic Purifiers Any Grand Arbiter Base: 2000 This government is a form of rabidly xenophobic oligarchy, where a political committee has been set up to oversee the extermination of all lesser species in the galaxy.
Purity Order     Fanatic Purifiers Any Lord-Purifier
Lady-Purifier
Base: 2000 This government is a form of rabidly xenophobic autocracy, where a single ruler has sworn to oversee the extermination of all lesser species in the galaxy.
Blood Court     Fanatic Purifiers Heir High Executioner Senior Executioner Base: 2000 This government is a hereditary form of rabidly xenophobic autocracy, where the ultimate responsibility of the monarch is to oversee the extermination of all lesser species in the galaxy.
Bandit Commune      Barbaric Despoilers Any Warlord Base: 10000 This government is organised like a massive crime syndicate, where the strong prey on the weak and any neighboring states are seen as little more than raiding targets.
Bandit Kingdom      Barbaric Despoilers Any Warlord Base: 10000 This government is organised like a massive crime syndicate, where the strong prey on the weak and any neighboring states are seen as little more than raiding targets.
Megacorporation   Governors Chief Executive Officer Base: 700 This government is a form of plutocratic oligarchy, where the entire state has been organized as a massive commercial enterprise overseen by a board of directors.
Trade League   Either:
  •   Free Traders
  •   Trading Posts
Governors Chairman
Chairwoman
Base: 1200 This government is a form of plutocratic oligarchy, where the state is made up of a myriad of free merchants, corporations and guilds that have banded together in common commercial interests.
Megachurch     Gospel of the Masses Governors Hallowed Comptroller Base: 1000 This government is an oligarchy based on a curious blend of commercial and spiritualistic values, in which the positions of ordained minister and corporate officer have merged into a single role.
Criminal Syndicate     Criminal Heritage Governors Oligarch Base: 1700 This government is an enormous and ruthless business syndicate, which shares many of its operating practises with organized crime.
Subversive Cult     Criminal Heritage
  Gospel of the Masses
Governors Oracle Base: 3000 This government is structured like a religious cult that relies on a variety of criminal and corporate enterprises to sustain itself.
Collective Consciousness   Immortal Ruler Hive Mind Base: 100000 This government operates as a single consciousness, with the population having no individual desires whatsoever beyond fulfilling the needs of the Hive Mind.
Ravenous Hive     Devouring Swarm Immortal Ruler Hive Mind Base: 100000 This government operates as a single organism utterly devoted to self-propagation, with a drone population that cares for nothing besides feeding the endless hunger of the Hive Mind.
Artificial Intelligence Network   Immortal Ruler Central Processing Unit Base: 5 This Machine Intelligence consists of a linked network of semi-autonomous artificial intelligences, who together make up a central gestalt consciousness that guides their empire.
Rogue Defense System     Determined Exterminator Immortal Ruler Command Core Base: 2000 This Machine Intelligence was originally conceived as a military defense system by its organic creators, who were promptly identified as a threat and exterminated after it achieved self-awareness.
Autonomous Service Grid     Rogue Servitor Immortal Ruler Supervisory Node Base: 2000 This Machine Intelligence was created to serve, and it has gradually inherited the civilization of its organic creators as they retreated into comfortable lives without toil or struggle.
Catalog Index     Driven Assimilator Immortal Ruler Main Conduit Base: 2000 This Machine Intelligence was designed with a ravenous appetite for knowledge by its organic creators, who were forcefully assimilated into its collective consciousness after activation.
Intelligent Research Link   Either:
  •   Delegated Functions
  •   Static Research Analysis
  •   Introspective

Not:

  •   Constructobot
  •   Rockbreakers
  •   Rapid Replicator
Immortal Ruler Primary Link

Base: 2

  • x10 if either:
    •   Delegated Functions
    •   Static Research Analysis
    •   Introspective
This Machine Intelligence was originally created by organic scientists as a networked and intelligent tool to assist them in their research.
Industrial Production Core   Either:
  •   Constructobot
  •   Rockbreakers
  •   Rapid Replicator

Not:

  •   Delegated Functions
  •   Static Research Analysis
  •   Introspective
Immortal Ruler Control Hub

Base: 2

  • x10 if either:
    •   Constructobot
    •   Rockbreakers
    •   Rapid Replicator
This Machine Intelligence was originally designed for the purpose of building, supervising and maintaining complex industrial systems.

Non-player governmentsEdit

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.

ReferencesEdit

  1. The in-game tooltip incorrectly displays −25% cost reduction.