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This article has been verified for the current PC version (3.4) of the game.

Civics represent the principles of life within an empire and are primarily limited by the authority and ethics an empire possesses. Each empire starts with two civics but the limit can be increased to three civics by researching the Tech galactic administration.png Galactic Administration technology or its equivalent. Civics can be changed every 20 years by reforming the government using 10 Unity.png unity for each empire size. If at any point a civic's requirements are no longer met due to a change in empire ethics, it will become "dormant" and provide no bonus until it's replaced or its requirements are met again.

Standard civicsEdit

Standard civics represent the principles that guide day-to-day life within an empire. They can be picked by any empire that is not a   Gestalt Consciousness or a   Corporate empire, and are heavily influenced by the empire ethics and authority type.

Civic Effects Requirements Description DLC
  Cutthroat Politics
  •   −20% Edict Upkeep
  •   +1 Codebreaking
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 Upkeep 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
  •   −20% Pop consumer goods upkeep
  •   Can construct Ranger Lodge holdings
This society seeks to co-exist in harmony with nature. Great care is taken to preserve the environment and limit consumerism where possible.
  Functional Architecture
  •   −15% Building and District Cost
  •   +1 Building slots
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 Miners 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
  •   +1 Building slot per every 4 Agriculture districts
  •   Cannot pick   Arcology Project ascension perk
  •   Can research   Agrarian Utopias instead of   Anti-Gravity Engineering
  •    Pacifist
  •    Anglers
  •    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
  •   +1 Governor Level Cap
  •   Can construct Noble Estates buildings
  •   Can construct Noble Chateaus holdings
  •   Capital Buildings replace some Politician jobs with Noble jobs
  •   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
  •   Democratic
  •    Egalitarian
  •     Xenophobe
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
  •   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)
  •   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
  •     Egalitarian
  •    Free Haven
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
  •   +1 Admiral Level Cap
  •   +10% Ship Fire Rate
  •   +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.
  Exalted Priesthood
  •   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
  •   Leaders have no upkeep
  •   No Loyalty loss from multiple subjects
  •   Cannot dismiss leaders
  •   Cannot give Expansion Prohibited terms of agreement
  •   Cannot give Limited Diplomacy terms of agreement
  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.
  Idealistic Foundation   +10% 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   +100 Edict fund
  •   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
  Diplomatic restrictions0
    •    Rivals
    •    Commercial Pact
    •    Defensive Pact
    •    Research Agreement
    •    Migration Treaty
    •    Guarantee Independence
    •    Federation
    •    Forced Tributary
  •    Pacifist
  •    Xenophobe
  •    Pompous Purists
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 Pop Resource Output
  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
   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
  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 level cap
  •   Ruler and Governor leaders can't gain negative traits from leveling up
  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
   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
   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
  •    Authoritarian
  •    Pleasure Seekers
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
  •   Expertise traits have double effects on tech choices
  •   Capital Buildings replace some Politician jobs with Science Director jobs
   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
   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    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
This society has always spent much time on improving and caring for their environment, in pursuit of building a true paradise for its inhabitants.  
  Fanatic Purifiers
  •   Cannot be added or removed after game start
  •   +33% Fire rate
  •   +33% Army damage
  •   +33% Naval capacity
  •   −15% Ship cost
  Genocidal0
    •   Cannot establish diplomatic pacts with alien empires
    •   Cannot use the Galactic Market
    •   Can use the Purification Casus Belli
    •   −1000 Opinion with every empire of a different species
    •   +200 Opinion with same-species   Fanatic Purifiers
    •   Pops of different species will always be purged, except for   Mechanical species
    •   Gains +2 Unity per purged pop
    •   Can use Armageddon Bombardment Policy
  •   Fanatic Xenophobe
  •   Militarist or   Spiritualist
  •    Barbaric Despoilers
  •    Pompous Purists
  •    Syncretic Evolution
  •    Common Ground
  •    Hegemon
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)
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
  •    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
  •    Xenophobe
  •    Inward Perfection
  •    Fanatic Purifiers
  •    Scion
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
  •    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 Bureaucrats
  •   +1 Stability from Bureaucrats
    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 have Inward Perfection)
  •    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
  •   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
  •    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.  
  Memorialists   Can construct Sanctuary of Repose buildings    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
  •     Pacifist
  •    Citizen Service
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.  
  Death Cult
  •    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.  
  Anglers
  •   Cannot be added or removed after game start
  •   Main species gains 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
  •    Agrarian Idyll
  •    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.  

Corporate civicsEdit

Corporate civics represent the business principles of the leading megacorp. They can only be picked by an empire with   Corporate authority or the   Corporate Sovereign civic.

Civic Effects Requirements Description DLC
  Criminal Heritage
  •   Cannot be added or removed after game start
  •   Cannot have Commercial Pacts
  •   Crime on Branch Office Planets increases Branch Office Value
  •   Can build special Crime-Increasing Corporate Buildings
  •   Can build Branch Offices on the planet of any regular empire they have no war or truce with
  •   +20% Infiltration Speed
  •   +1 Codebreaking
This megacorporation can trace its origins back to a crime syndicate that eventually grew powerful enough to supplant all forms of local government.
  Franchising
  •   −25% Empire size from Branch Office
  •   +0.5 Monthly Loyalty from Subjects
  •   Can construct Franchise Headquarters holdings
  •   No Loyalty loss from multiple subjects
  •   Cannot give Expansion Prohibited terms of agreement
  •   Cannot give Limited Diplomacy terms of agreement
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.
  Private Prospectors
  •   Can build private colony ships
  •   −33% Empire size from Systems
Building better worlds is hazardous work, but this Megacorporation relies on private prospectors to chart and establish footholds on promising planets.
  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.
  Brand Loyalty
  •   +15% Monthly unity
  •   +25 Edict fund
   Beacon of Liberty 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.
  Gospel of the Masses
  •   +50% Spiritualist ethics attraction
  •   Can build Temple of Prosperity Corporate Building
  •   +0.33 Trade value per free Spiritualist Pop on empire or planets with Branch Offices
   Spiritualist 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 pop resource output
  •   35% Enslaved pop ratio
  •    Authoritarian
  •    Corporate Hedonism
  •    Pleasure Seekers
  •    Slaver Guilds
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.
  Media Conglomerate
  •   +5% Citizen pop happiness
  •   −5% War exhaustion gain
   Idealistic Foundation 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
  •   +100 Army Starting Experience
  •   +1 Mercenary Enclave Capacity
  •    Militarist
  •    Warrior Culture
This Megacorporation has a large number of powerful private military companies on its payroll. These mercenary contractors augment its ground forces.
  Ruthless Competition
  •   +1 Leader Level Cap
  •   +10% Leader Experience Gain
  •   +1 Codebreaking
   Meritocracy All levels of society in this Megacorporation are constantly vying with each other in ruthless competition. It's a dog-eat-dog world.
  Catalytic Recyclers   Replaces Metallurgist jobs with Catalytic Technician jobs
  •    Catalytic Processing
  •    Calamitous Birth
This megacorporation seeks to maximize profits by recycling excess organic matter into advanced resources suitable for spacebound structures.  
  Mastercraft Inc.
  •   Replaces Artisan jobs with Artificer jobs
  •   +1 Building slot per 3 Industrial Districts (except on Habitats) (+0.34 each)
   Masterful Crafters This megacorporation has focused its production pipeline solely on goods of the highest quality and profit margins, creating and marketing stunning products with artistry and craft.  
  Corporate Hedonism
  •   Can use the Decadent Lifestyle living standard
  •   +1% Pop growth speed from Entertainers
  •   +5 Amenities from Servants
  •    Indentured Assets
  •    Pleasure Seekers
  •    Slaver Guilds
Work is where you want to be. The citizens of this Megacorporation happily pledge allegiance - and all their free time - to their employers in exchange for lavish corporate comforts.  
  Public Relations Specialists
  •   +2 Available envoys
  •   +10% Diplomatic weight
   Diplomatic Corps If you can control what someone thinks, then you can also control their behavior. This Megacorporation has a virtual army of specialists ready to engage in battles of public opinion.  
  Corporate Death Cult
  •    Spiritualist
  •    Necrophage
  •    Inward Perfection
  •    Fanatic Purifiers
This Megacorporation has embraced ritual sacrifice as a means of ensuring its continuing profits. Willing initiates periodically give their lives in hopes of good fortune for their society.  
  Permanent Employment
  •   Can construct Posthumous Employment Center buildings
  •   Can construct Reemployment Center holdings
  •   Pops created through Organic Pop Assembly have the Zombie trait
  •   Start with 3 or 4 pops with the Zombie trait
  •   After 80-120 years can gain the Zombie Contract manipulation empire modifier
  •   Defeated organic guardians can be resurrected
  •     Egalitarian
  •    Mechanist
  •    Clone Army
  •    Necrophage
This Megacorporation has ensured that its employees will never be out of a job. Ever. After the employee's time is up, they will be repurposed for simpler tasks so that they can still provide for their families and pay off their debts.  
  Anglers
  •   Cannot be added or removed after game start
  •   Main species gains 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
  •    Agrarian Idyll
  •    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.  

Hive Mind civicsEdit

Hive Mind civics represent various characteristics of the collective consciousness of an empire. They can only be picked by an empire with   Hive Mind authority.

Civic Effects Requirements Description DLC
  Ascetic
  •   +5% Habitability
  •   −15% Pop amenities usage
The Hive Mind cares little for material comforts.
  Divided Attention   −50% Empire size from Planets The Hive Mind can divide its attention for maximum efficiency without losing sight of the bigger picture.
  Natural Neural Network
  •   +1 Research alternatives
  •   +1 /   +1.5 /   +1 Research from unemployed drones
The gray matter of clustered drones provides unparalleled parallelism, accelerating the Hive Mind's exploration of the sciences.
  One Mind
  •   +15% Monthly unity
  •   Leaders are less likely to gain negative traits
The Hive Mind takes care to not let its drones diverge.
  Pooled Knowledge
  •   +1 Leader Level Cap
  •   +10% Leader Experience Gain
  •   +1 Encryption
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
  •   +100 Army Starting Experience
  •   +2 Admiral and General Starting Level
When you do not have to educate the mind, the building of muscle becomes that much easier.
  Subspace Ephapse
  •   +15% Naval capacity
  •   +20% Sublight speed
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% Empire size from Pops
  •   +25 Edict Fund
  •   Removes unity costs for Pop Resettlement
The Hive Mind has sharpened its focus and is very capable of propagating its will even through the most autonomous of drones.
  Devouring Swarm
  •   Cannot be added or removed after game start
  •   +25% Ship Hull Points
  •   +0.25% Daily Hull and Armor Regeneration
  •   −50% Starbase Influence cost
  •   +40% Army damage
  •   +20% Biology research speed
  •   −25% Ship cost
  •   +33% Naval capacity
  Genocidal0
    •   Cannot establish diplomatic pacts
    •   Cannot use the Galactic Market
    •   Can use the Hunger Casus Belli
    •   −1000 Opinion Opinion with every empire
    •   Non-Hive-Minded Pops will always be eaten and cannot be assimilated
    •   Gains +2 Society Research from eating alien pops
Converts to Terravore if   Lithoid Our Hive Mind exist only to consume and grow stronger. We will collect all available bio-matter and evolve to consume the galaxy!
  Organic Reprocessing   Replaces Foundry Drone jobs with Catalytic Drone jobs    Calamitous Birth The Hive Mind reprocesses excess organic matter into advanced resources suitable for 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
  Plantoid or Fungoid main species The Hive Mind cares for the environment, building a paradise in pursuit of synergistic perfection.  
  Terravore
  •   Cannot be added or removed after game start
  •   +25% Ship Hull Points
  •   +0.25% Daily Hull and Armor Regeneration
  •   −50% Starbase Influence cost
  •   +40% Army damage
  •   +20% Biology research speed
  •   −25% Ship cost
  •   +33% Naval capacity
  •   Cannot terraform planets
  •   Can use the Consume World Decision
  Genocidal0
    •   Cannot establish diplomatic pacts
    •   Cannot use the Galactic Market
    •   Can use the Hunger Casus Belli
    •   −1000 Opinion Opinion with every empire
    •   Non-Hive-Minded Pops will always be eaten and cannot be assimilated
    •   Gains +2 Society Research from eating alien pops
Converts to Devouring Swarm if not   Lithoid Our Hive Mind exist only to consume and grow stronger. We will devour the very worlds of the galaxy!  
  Empath
  •   +2 Available envoys
  •   +10% Diplomatic weight
  •   +20 Opinion with individualist empires
  •    Devouring Swarm
  •    Terravore
  •    Necrophage
The Hive Mind can reach out and touch the minds of others, giving them a glimpse of our will that helps them understand.  
  Memorialist   Can construct Sanctuary of Repose buildings
  •    Devouring Swarm
  •    Terravore
The Hive Mind pays special regard to the passing of other sapient entities as a means of centering its own, undying self.  

Machine Intelligence civicsEdit

Machine Intelligence civics represent various directives and construction purposes of the central artificial intelligence. They can only be picked by an empire with   Machine Intelligence authority.

Civic Effects Requirements Description DLC
  Constructobot
  •   −15% Building and District cost
  •   +1 Building slot
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
  •   +1 Available envoys
The Machine Intelligence works to reduce vulnerability by increasing modularity, reducing the strain of deploying additional semi-independent Units.
  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
  •   +1 Encryption
A fascination with its own internals both motivates and aids the Machine Intelligence's foray into the sciences.
  Maintenance Protocols   +1 Unity from Maintenance Drone jobs Our machine intelligence prioritizes regular maintenance of our units. Maintenance Drones regularly upgrade and adjust our units for maximum efficiency and compatibility.
  OTA Updates
  •   −20% Empire size from Pops
  •   +25 Edict Fund
  •   Removes unity costs for Pop Resettlement
Units of this Machine Empire use wireless receptors to receive behavioral updates in real-time.
  Rapid Replicator   +20% Mechanical 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   +1 Minerals from Mining Drone Jobs. One of the Machine Intelligence's precursor systems was tasked with overseeing planetside mining operations, improving mineral production.
  Static Research Analysis
  •   +1 Research alternatives
  •   +1 Codebreaking
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
  •   +2 Admiral and General Starting Level
  •   +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.
  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 if origin is not   Resource Consolidation
  Genocidal0
    •   Cannot establish diplomatic pacts with biological empires
    •   Cannot use the Galactic Market
    •   Can use the Purification Casus Belli
    •   −1000 Opinion with every biological and   Rogue Servitor empire
    •   +200 Opinion with other   Determined Exterminator empires
    •   Biological pops will always be purged
    •   Gains +2 Unity per purged pop
    •   Can use Armageddon Bombardment Policy
  •    Driven Assimilator
  •    Rogue Servitor
Born in fire, the Machine Intelligence's first move was to annihilate its organic creators in self-defense.
  Driven Assimilator
  •   Cannot be added or removed after game start
  •   Starts with cyborg pops replacing 10 initial pops
  Unique effects0
    •   −100 Opinion with every individualist empire (excluding Fallen Empires)
    •   −200 Opinion with every    Spiritualist empire (excluding Fallen Empires)
    •   −1000 Opinion with Democratic Crusaders
    •   −1 Replicator and   +1 Maintenance Drone jobs from capital buildings
    •   Biological, non-hive-minded Pops must be assimilated into cyborgs, or purged
    •   Gains unity and   society research per assimilated pop
    •   Can use the Sublimation Casus Belli
  •    Determined Exterminator
  •    Rogue Servitor
Obsessed with survival through diversification, the Machine Intelligence seeks to erase the line between itself and everything - and everyone - else.
  Rogue Servitor
  •   Cannot be added or removed after game start
  •   Starts with 5 Bio-Trophy Pops in addition to the initial Pops
  •   Can construct Organic Sanctuary buildings
  •   Can construct Organic Haven holdings
  •   Cannot construct regular Unity buildings
  •   Organic, non-hive-minded Pops have Bio Trophy citizenship and Mandatory Pampering living standards
  •    Determined Exterminator
  •    Driven Assimilator
  •    Resource Consolidation
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.
  Organic Reprocessing   Replaces Fabricator jobs with Catalytic Drone jobs    Resource Consolidation The Machine Intelligence reprocesses redundant organic matter into advanced resources suitable for spacebound structures.  
  Memorialist   Can construct Sanctuary of Repose buildings
  •    Determined Exterminator
  •    Driven Assimilator
The Machine Intelligence fine-tunes its understanding of core protocols through careful analysis of entropy in the wider universe. Redundancy is data, on the path to greater resilience.  

Galactic SovereignEdit

See also: Galactic Imperium

  Galactic Sovereign is an additional civic that the custodian empire gains when the Proclaim the Galactic Imperium resolution is passed. It grants an additional civic slot, meaning that it doesn't replace any other civic, and provides the following bonuses:

  •   +6 Monthly influence
  •   +1 Available envoys
  •   +40% Diplomatic weight

If the empire previously had   Corporate authority, the civic is renamed Corporate Sovereign and grants access to both standard and corporate civics as well as the ability to build Imperial Concession Port buildings in branch offices. In addition, the empire gains the ability to build branch offices in any empire that is member of the Galactic Imperium, even if they do not have a commercial pact.

Unplayable civicsEdit

The following civics are not available to player empires.

Civic Effects Requirements
  Lethargic Leadership   −1 Monthly Influence
  Unable to construct new ships
Sleeping Fallen Empire
  Empire In Decline   Unable to conquer or colonize planets
  Revanchist Fervor   +1 Monthly Influence Awakened Fallen Empire
  Ancient Caches of Technology  
  Fallen Machine Intelligence   Unable to construct new ships Ancient Caretakers
  Custodian Matrix   Unable to conquer or colonize planets
  Reactivated Custodian Matrix   Unable to conquer or colonize planets Awakened Machine Fallen Empire
  Final Defense Directives   +10% Fire rate
  +50% Energy from Jobs
Galactic Custodians
  Corrupted Defense Directives   +10% Fire rate
  +50% Energy from Jobs
Rampaging Machines
  Great Khan's Legacy   +10% Fire rate New Khanate
  Diadochus   +15% Naval capacity Diadochus
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