Difference between revisions of "Ethics"

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(Added some more context to the ethics)
(Empire ethics: Add a quick description of Gestalt Consciousness, similar to the ones for the ethic axes)
 
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{{version|2.3}}
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{{version|2.7}}
 
[[File:List of Ethos.png|right|thumb|330px|Ethics types interface]]
 
[[File:List of Ethos.png|right|thumb|330px|Ethics types interface]]
'''Ethics''' are the guiding principles of an empire and its [[Population|people]]. Ethics determine an empire's favored courses of action and responses to situations. Ethics have a profound effect on options available during the game. For instance, diplomatic options with alien species are affected by ethics, as are some options for dealing with  [[anomalies]]. As a result, ethics choices have a greater impact on game experience than the bonuses and maluses listed on this page.
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'''Ethics''' are the guiding principles of an empire and its [[Population|people]] and determine an empire or pop's favored courses of action and responses to situations. [[Empires]] and individual populations don't always align ethically which can cause internal strife in large nations. AI species follow the same ethics rules and their behavior is heavily dependent on the ethics they follow. Naturally, a Militarist Xenophobe alien empire will react very differently to the player than a Pacifist Xenophile. AI empires will, however, compromise on their ethics if circumstances are dire enough, for instance, if threatened with imminent conquest.
 
 
[[Empires]] and individual populations don't always align ethically which can cause internal strife in large nations. AI species follow the same ethics rules and their behavior is heavily dependent on the ethics they follow. Naturally, a Militarist Xenophobe alien empire will react very differently to the player than a Pacifist Xenophile. AI empires will, however, compromise on their ethics if circumstances are dire enough, for instance, if threatened with imminent conquest.
 
  
 
Every empire except [[Fallen Empires]] can have either three moderate ethics or one fanatic and one moderate ethic. Fallen Empires have only one fanatic ethic. Pops have only one moderate ethic each.
 
Every empire except [[Fallen Empires]] can have either three moderate ethics or one fanatic and one moderate ethic. Fallen Empires have only one fanatic ethic. Pops have only one moderate ethic each.
  
== Pop ethics ==
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== Empire ethics ==
{{SVersion|2.3}}
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{{SVersion|2.7}}
Each pop in an empire will now only embrace a single, moderate ethic. At the start of the game, the population will have only the ethics that you picked in species setup but as the empire grows, its population will become more diverse in its views and wants.
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Each empire has 3 ethic points which can be spent on ethics. Each moderate ethic costs 1 point and each fanatic ethic costs 2 points. Gestalt Consciousness is the "true neutral" ethic for collective societies without individual agency; it costs 3 ethic points and requires either the {{iconify|Utopia}} DLC or the {{iconify|Synthetic Dawn}} DLC.
  
Each ethic has an attraction value for each pop in an empire depending on both the empire's situation and their own situation. For example, enslaved pops tend to become more egalitarian, while pops living around non-enslaved aliens become more xenophilic and pops living around enslaved aliens more xenophobic. Conversely, fighting a lot of wars will increase the attraction for militarism across your entire empire, while an alien empire purging pops of a particular species will massively increase the attraction for xenophobic for the species being purged.
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Empire ethics have a profound effect on options available during the game. For instance, diplomatic options with alien species are affected by ethics, as are some options for dealing with  [[anomalies]]. As a result, ethics choices have a greater impact on game experience than the bonuses and maluses listed on this page.
  
Over time, the ethics of the pops will drift in such a way that it roughly matches the overall attraction of that value. For example, if the materialist attraction sits at 10% for decades, it's likely that after that time, around 10% of all pops will be materialist. There is some random factor so it's likely never going to match up perfectly, but the system is built to try and go towards the mean, so the more over-represented an ethic is compared to its attraction, the more likely pops are to drift away from it and vice versa.
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There are 4 ethic axes present:
 
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* The '''Authoritarian-Egalitarian''' axis looks at whether the empire's political power belongs in the hands of the few or the many.
== Ethics types ==
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* The '''Materialist-Spiritualist''' axis looks at whether the unknowns of the universe can be explained by science or the existence of something greater.
Every empire is limited in the number of ethics it can possess. In general, it's possible to either have three different moderate ethics or one fanatical ethic and one moderate one.  
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* The '''Militarist-Pacifist''' axis looks at whether the empire's military should be used offensively or strictly defensively.
 
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* The '''Xenophile-Xenophobe''' axis looks at whether alien species and cultures should be embraced or distrusted.
By default, each ethic is ''neutral'' which provides no bonuses nor maluses. Each "step" into a given ethic costs one point and will lock/unlock different [[government|government types]] and [[Government types#Civics|Civics]] as well as specific bonuses and possibly maluses. Investing two points into one type results in a more "extreme" version of an ethic that further warps your government's political persona in that specific direction, for better or worse.
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{| class="wikitable plainlist" width="100%"
 
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| style="width:20%" | [[File:Fanatic Spiritualist.png|50px]] '''Fanatic Spiritualist'''
In addition, ethics exist and are propagated at the population level, with each individual pop unit in your empire having the capability to have, develop, and deviate from your starting ethics. The numerical modifiers affecting the probabilities and likelihoods of this happening are detailed in the specific '''pop ethic weights''' tables for each dichotomous relation.
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* {{icon|unity}} {{green|+20%}} Monthly Unity
 
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* {{icon|edict cost}} {{green|−10%}} Edict Cost
=== Authoritarian - Egalitarian ===
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* {{icon|edict}} Can use the Veneration of Saints edict
{{SVersion|2.3}}
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{{Collapse list
The '''authoritarian - egalitarian ''' dichotomy axis looks at how the political power is distributed within the empire, be it in the hands of many, few or one individual.
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| type= {{icon|policy}} Principles
 
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| body=
Authoritarians believe that power should be concentrated in the hands of a few individuals whose rule should be entrenched by a strong social hierarchy and limited political freedoms. Authoritarianism is not diametrically opposed to democracy, as both forms of government tend to have some form of submission to authority. The difference occurs in that egalitarians prefer to divide responsibility for decision making among as many individuals as possible, where authoritarians prefer to concentrate such responsibilities into the hands of a select few individuals or a single ruler. The political belief in who should hold power naturally has societal implications: authoritarians, believing power should be concentrated into the hands of a few, would seek to install strong social hierarchies and limit the social mobility of individuals to preserve that structure. Social stratification, on the other hand, would be a concept abhorrent to egalitarians - in fact, such a concept is perhaps the antithesis of egalitarianism, which seeks to eliminate such hierarchies.
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* Can build Temple buildings
 
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* Cannot use Full AI Rights policy
Following these beliefs, authoritarians cannot have {{iconify|Democratic}} authority, while egalitarians cannot have {{icon|Imperial}}{{icon|Dictatorial}} Autocratic authority. Their fanatic counterparts go further and disallow {{iconify|Oligarchic}} authority as well, leaving Fanatic Authoritarians with only {{icon|Imperial}}{{icon|Dictatorial}} Autocratic authority and Fanatic Egalitarians with just {{iconify|Democratic}} authority, respectively. Authoritarians also have the ability to displace pops, where instead of being purged, pops are deported and forced to flee, either to other empires or perhaps to unclaimed planets.
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}}
 
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| style="width:20%" |
Ingame, authoritarians strive to use pops like tools and objects and control their actions accordingly and thus gain bonuses to influence generation (representing the strong centralized government championed by this ethic) and worker job output (representing their desire to control and direct the actions of the population). They also have access to stratified economies, which reduces the consumer goods consumption of worker and slave pops, meant to imitate the rigid social hierarchies that typify authoritarian societies.
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| style="width:20%" | [[File:Fanatic Militarist.png|50px]] '''Fanatic Militarist'''
 
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* {{icon|influence}} {{green|−20%}} Claim Influence Cost
Egalitarians, on the other hand, believing in equality, seek to let pops rule themselves and gain bonuses to specialist job output (reflecting the increased freedoms championed by this ethic) and increased influence gain from factions, representing their strive towards democratic governance. They also have access to the "Utopian Abundance" living standard, increasing happiness and resource output even more than Social Welfare at the expense of increased consumer goods use.
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* {{icon|fire rate}} {{green|+20%}} Ship Fire Rate
 
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{{Collapse list
{| class="mildtable" cellspacing="2" cellpadding="4" width="100%"
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| type= {{icon|policy}} Principles
! style="width:20%" | Type
+
| body=
! style="width:20%" | Effects
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* Can use the No Retreat [[Policies#War Doctrine|War Doctrine]]
! style="width:25%" | Principles
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}}
! style="width:35%" | Description
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| style="width:20%" |  
|- id="Fanatic Authoritarian"
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| style="width:20%" | [[File:Fanatic Xenophobe.png|50px]] '''Fanatic Xenophobe'''
|'''{{iconify|Fanatic Authoritarian|42px}}'''
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* {{icon|starbase influence cost}} {{green|−40%}} Starbase Influence Cost
|
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* {{icon|growth speed}} {{green|+20%}} Pop Growth Speed
 +
* {{icon|edict}} Can use the Fear Campaign edict
 +
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 +
* Can Purge and Displace aliens
 +
* Can enslave aliens
 +
* Decreased Opinion with alien empires
 +
* Cannot give aliens Full Citizenship
 +
* Cannot allow aliens Full Military Service
 +
* Cannot use Refugees Welcome species policy
 +
}}
 +
|-
 +
|
 +
| [[File:Spiritualist.png|50px]] '''Spiritualist'''
 +
* {{icon|unity}} {{green|+10%}} Monthly Unity
 +
* {{icon|edict cost}} {{green|−5%}} Edict Cost
 +
* {{icon|edict}} Can use the Veneration of Saints edict
 +
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 +
* Can build Temple buildings
 +
* Cannot use Full AI Rights policy
 +
}}
 +
| [[File:Militarist.png|50px]] '''Militarist'''
 +
* {{icon|influence}} {{green|−10%}} Claim Influence Cost
 +
* {{icon|fire rate}} {{green|+10%}} Ship Fire Rate
 +
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 +
* Can use the No Retreat [[Policies#War Doctrine|War Doctrine]]
 +
}}
 +
| [[File:Xenophobe.png|50px]] '''Xenophobe'''
 +
* {{icon|starbase influence cost}} {{green|−20%}} Starbase Influence Cost
 +
* {{icon|growth speed}} {{green|+10%}} Pop Growth Speed
 +
* {{icon|edict}} Can use the Fear Campaign edict
 +
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 +
* Can Purge and Displace aliens
 +
* Can enslave aliens
 +
* Decreased Opinion with alien empires
 +
* Cannot give aliens Full Citizenship
 +
* Cannot allow aliens Full Military Service
 +
* Cannot use Refugees Welcome species policy
 +
}}
 +
|
 +
|-
 +
| [[File:Fanatic Authoritarian.png|50px]] '''Fanatic Authoritarian'''
 
* {{icon|influence}} {{green|+1}} Monthly Influence
 
* {{icon|influence}} {{green|+1}} Monthly Influence
 
* {{icon|pop resource output}} {{green|+10%}} Worker Output
 
* {{icon|pop resource output}} {{green|+10%}} Worker Output
|
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* {{icon|edict}} Can use the Information Quarantine edict
* Must have {{icon|Dictatorial}}{{icon|Imperial}} Autocratic authority
+
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 
* Allows '''Stratified Economy''' Living Standards
 
* Allows '''Stratified Economy''' Living Standards
* Can Enslave aliens
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* Can enslave aliens
| ''A single voice, a single throne, a single state. It is the solemn duty of the masses to obey those enlightened few who have been charged with the great responsibility of leadership.''
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* Must use {{icon|imperial}}{{icon|dictatorial}} Autocratic authority
|- id="Fanatic Authoritarian"
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}}
|'''{{iconify|Authoritarian|42px}}'''
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| [[File:Authoritarian.png|50px]] '''Authoritarian'''
|
 
 
* {{icon|influence}} {{green|+0.5}} Monthly Influence
 
* {{icon|influence}} {{green|+0.5}} Monthly Influence
 
* {{icon|pop resource output}} {{green|+5%}} Worker Output
 
* {{icon|pop resource output}} {{green|+5%}} Worker Output
|
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* {{icon|edict}} Can use the Information Quarantine edict
* Cannot use {{iconify|Democratic}} authority
+
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 
* Allows '''Stratified Economy''' Living Standards
 
* Allows '''Stratified Economy''' Living Standards
* Can Enslave aliens
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* Can enslave aliens
| ''A strong, guiding hand is essential to the success of any civilization - the alternative would be anarchy and chaos. It is the duty of the state to steer its citizens towards the paths that are the most productive''
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* Cannot reform into or start with {{iconify|Democratic}} authority
|- id="Egalitarian"
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}}
|'''{{iconify|Egalitarian|42px}}'''
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| [[File:Gestalt consciousness.png|50px]] '''Gestalt Consciousness'''
|
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* {{icon|war exhaustion}} {{green|−20%}} War Exhaustion Gain
 +
* {{icon|influence}} {{green|+1}} Monthly Influence
 +
* {{icon|no}} Cannot change ethics
 +
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 +
* Cannot reform into or start with any {{icon|democratic}}{{icon|oligarchic}}{{icon|dictatorial}}{{icon|imperial}} default or {{icon|corporate}} corporate authority
 +
* Can use the Indiscriminate Orbital Bombardment policy
 +
* Factions cannot form
 +
* Native Pops are not affected by happiness
 +
* Native Pops cannot survive in empires with a different authority
 +
* Non-native Pops cannot survive in Gestalt Consciousness empires
 +
* Can use the No Retreat [[Policies#War Doctrine|War Doctrine]]
 +
* Pops use Menial Drone and Complex Drone strata
 +
}}
 +
| [[File:Egalitarian.png|50px]] '''Egalitarian'''
 
* {{icon|Happiness}} {{green|+25%}}  Faction Influence Gain
 
* {{icon|Happiness}} {{green|+25%}}  Faction Influence Gain
 
* {{icon|pop resource output}} {{green|+5%}} Specialist Output
 
* {{icon|pop resource output}} {{green|+5%}} Specialist Output
|
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* {{icon|edict}} Can use the Encourage Political Thought edict
* Cannot use {{icon|Imperial}}{{icon|Dictatorial}} Autocratic authority
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{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 
* Allows '''Utopian''' Living Standards
 
* Allows '''Utopian''' Living Standards
| ''Any society that does not embrace equality between its members - where an individual can rise to any position with enough hard work - is not only deeply unfair, but ultimately counterproductive.''
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* Cannot reform into or start with {{icon|imperial}}{{icon|dictatorial}} Autocratic authority
|- id="Egalitarian"
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}}
|'''{{iconify|Fanatic Egalitarian|42px}}'''
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| [[File:Fanatic Egalitarian.png|50px]] '''Fanatic Egalitarian'''
|
 
 
* {{icon|Happiness}} {{green|+50%}}  Faction Influence Gain
 
* {{icon|Happiness}} {{green|+50%}}  Faction Influence Gain
 
* {{icon|pop resource output}} {{green|+10%}} Specialist Output
 
* {{icon|pop resource output}} {{green|+10%}} Specialist Output
|
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* {{icon|edict}} Can use the Encourage Political Thought edict
* Must have {{iconify|Democratic}} authority
+
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 
* Allows '''Utopian''' Living Standards
 
* Allows '''Utopian''' Living Standards
| ''Beware always those who would be despots, under the false presumption that their desires and agendas are somehow more imperative than those of their fellows. A society that does not see to the needs and rights of all of its members is not a society - it is a crime.''
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* Must use {{iconify|Democratic}} authority
|- id="Fanatic Egalitarian"
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}}
|}
 
 
 
{| class="wikitable sortable  mw-collapsible mw-collapsed" style="width: 45%; float:left; margin-right: 70px;"
 
! colspan=2 | Pop Ethic Weights {{iconify|Authoritarian}}
 
 
|-
 
|-
! scope="col" | Factor
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|  
! scope="col" class="unsortable" | Requirement
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| [[File:Xenophile.png|50px]] '''Xenophile'''
|-
 
| {{green|2.00}} || Has totalitarian faction and is not {{iconify|Authoritarian}} or {{iconify|Fanatic Authoritarian}}
 
|-
 
| {{green|1.50}} || Leader of the totalitarian faction is the ruler
 
|-
 
| {{green|2.00}} || Has {{iconify|Authoritarian}}
 
|-
 
| {{green|3.00}} || Has {{iconify|Fanatic Authoritarian}}
 
|-
 
| {{green|1.25}} || Has Election type None ({{iconify|Imperial}})
 
|-
 
| {{red|0.75}} || Has Election Type Democratic ({{iconify|Democratic}})
 
|-
 
| {{green|1.25}} || Pop is {{iconify|Decadent}}
 
|-
 
| {{green|1.50}} || A pop of this species is enslaved. Ignores robot Pops.
 
|-
 
| {{green|1.25}} || A pop from another species is enslaved. Unless a pop of this species is also enslaved. Ignores robot Pops.
 
|-
 
| {{red|0.75}} || Pop has good, utopian or shared burden living standards
 
|}
 
 
 
{| class="wikitable sortable  mw-collapsible mw-collapsed" style="width: 45%; float:left; margin-right: 70px;"
 
! colspan=2 | Pop Ethic Weights {{iconify|Egalitarian}}
 
|-
 
! scope="col" | Factor
 
! scope="col" class="unsortable" | Requirement
 
|-
 
| {{green|2.00}} || Has progressive faction and is not {{iconify|Egalitarian}} or {{iconify|Fanatic Egalitarian}}
 
|-
 
| {{green|1.50}} || Leader of the progressive faction is the ruler
 
|-
 
| {{green|2.00}} || Has {{iconify|Egalitarian}}
 
|-
 
| {{green|3.00}} || Has {{iconify|Fanatic Egalitarian}}
 
|-
 
| {{red|0.75}} || Default country and Election Type None ({{iconify|Imperial}})
 
|-
 
| {{green|1.25}} || Default country and Election Type Democratic ({{iconify|Democratic}})
 
|-
 
| {{green|1.50}} || Is in Defense Pact, Commercial Pact or Federation with a {{iconify|Egalitarian}} or {{iconify|Fanatic Egalitarian}} Empire
 
|-
 
| {{green|2.00}} || Any non-subject {{iconify|Egalitarian}} or {{iconify|Fanatic Egalitarian}} Empire has migration access
 
|-
 
| {{red|0.50}} || Pop is {{iconify|Decadent}}
 
|-
 
| {{green|1.50}} || Pop does not have Full Citizenship
 
|-
 
| {{green|1.50}} || Is not enslaved but another non-Robot pop on the world is.
 
|-
 
| {{green|1.25}} || Pop has good, utopian or shared burden living standards
 
|}
 
{{clear}}
 
 
 
=== Xenophobe - Xenophile ===
 
{{SVersion|2.3}}
 
The '''xenophobe - xenophile''' dichotomy axis looks at the empire's views regarding foreign species.  
 
 
 
Xenophobes consider that different species would introduce foreign ideas and thoughts that could destabilize and, in the end, destroy the empire or, at the very least, its cultural and genetic identity. In contrast, Xenophiles believe that society would grow stagnant without different concepts and moralities and are thus considered staunch believers in unity by diversity. Xenophobes are particularly keen on enslaving, displacing and purging aliens and will never accept them as equals while Xenophiles prefer conducting diplomacy and making alliances, viewing all organics as equal.
 
 
 
Xenophobes are intolerant of alien species and, as such, cannot give them citizenship while having the ability to enslave and purge them. Xenophobes prioritize the wellbeing and survival of their native population, granting them bonuses to population growth rate and starbase construction.
 
 
 
Xenophiles, on the other hand, are much more open and accepting to things from outside their empire and thus gain a bonus to trade value (representing their interest in using trade to facilitate contact between empires) and diplomatic upkeep (representing their higher willingness to coexist and conduct diplomacy with other empires)
 
 
 
{| class="mildtable" cellspacing="2" cellpadding="4" width="100%"
 
! style="width:20%" | Type
 
! style="width:20%" | Effects
 
! style="width:25%" | Principles
 
! style="width:35%" | Description
 
|- id="Fanatic Xenophobe"
 
|'''{{iconify|Fanatic Xenophobe|42px}}'''
 
|
 
* {{icon|starbase influence cost}} {{green|-40%}} Starbase Influence Cost
 
* {{icon|growth speed}} {{green|+20%}} Pop Growth Speed
 
|
 
* Can Purge and Displace aliens
 
* Can Enslave aliens
 
* Decreased Opinion for other species
 
* Cannot give aliens Full Citizenship
 
* Cannot allow aliens Full Military Service
 
* Cannot use Refugees Welcome species policy
 
| ''Any alien influence must be ruthlessly quashed. Only by staying pure, and true to ourselves and the planet that gave us life can we guard against insidious Xeno plots. Even mastery over the Alien might not be enough to guarantee our own safety...''
 
|- id="Xenophobe"
 
|'''{{iconify|Xenophobe|42px}}'''
 
|
 
* {{icon|starbase influence cost}} {{green|-20%}} Starbase Influence Cost
 
* {{icon|growth speed}} {{green|+10%}} Pop Growth Speed
 
|
 
* Can Purge and Displace aliens
 
* Can Enslave aliens
 
* Decreased Opinion for other species
 
* Cannot give aliens Full Citizenship
 
* Cannot allow aliens Full Military Service
 
* Cannot use Refugees Welcome species policy
 
| ''The stakes could not be higher as we reach into the vast uncharted expanses of the galaxy, for we are gambling with the very survival of our species! Never trust the alien; its false smile hides an unknowable mind...''
 
|- id="Xenophile"
 
|'''{{iconify|Xenophile|42px}}'''
 
|
 
 
* {{icon|trade value}} {{green|+10%}} Trade Value
 
* {{icon|trade value}} {{green|+10%}} Trade Value
* {{icon|influence}} {{green|−25%}} Diplomatic Influence Upkeep
+
* {{icon|envoy}} {{green|+1}} Available Envoys
|  
+
* {{icon|edict}} Can use the Land of Opportunity edict
* Increased Opinion for other species
+
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 +
* Increased Opinion with alien empires
 
* Cannot use No Refugees species policy
 
* Cannot use No Refugees species policy
 
* Cannot Displace aliens
 
* Cannot Displace aliens
| ''There exists, in all of us, a deep-seated fascination for the unknown. An adventurous spirit that rejects the familiar and glories in the unfamiliar, whatever - or whomever - it may be.''
+
}}
|- id="Fanatic Xenophile"
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| [[File:Pacifist.png|50px]] '''Pacifist'''
|'''{{iconify|Fanatic Xenophile|42px}}'''
+
* {{icon|empire sprawl}} {{green|−15%}} Empire Sprawl from Pops
|
+
* {{icon|stability}} {{green|+5}} Stability
 +
* {{icon|edict}} Can use the Peace Festivals edict
 +
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 +
* Cannot use [[Policies#War Philosophy|Unrestricted Wars]] policy
 +
* Cannot engage in [[Policies#Orbital Bombardment|Indiscriminate Orbital Bombardment]]
 +
}}
 +
| [[File:Materialist.png|50px]] '''Materialist'''
 +
* {{icon|robot upkeep}} {{green|−10%}} Robot Upkeep
 +
* {{icon|research speed}} {{green|+5%}} Research Speed
 +
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 +
* Allows '''Academic Privilege''' living standards
 +
* Cannot use AI Outlawed policy
 +
* Cannot use Robotic Workers Outlawed policy
 +
}}
 +
|
 +
|-
 +
| [[File:Fanatic Xenophile.png|50px]] '''Fanatic Xenophile'''
 
* {{icon|trade value}} {{green|+20%}} Trade Value
 
* {{icon|trade value}} {{green|+20%}} Trade Value
* {{icon|influence}} {{green|−50%}} Diplomatic Influence Upkeep
+
* {{icon|envoy}} {{green|+2}} Available Envoys
|  
+
* {{icon|edict}} Can use the Land of Opportunity edict
* Increased Opinion for other species
+
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 +
* Increased Opinion with alien empires
 
* Cannot use No Refugees species policy
 
* Cannot use No Refugees species policy
 
* Cannot Displace aliens
 
* Cannot Displace aliens
| ''If there ever was such a thing as an absolute moral imperative, it would be to explore the cosmos and embrace all within it. We were never meant to journey alone.''
+
}}
 +
|  
 +
| [[File:Fanatic Pacifist.png|50px]] '''Fanatic Pacifist'''
 +
* {{icon|empire sprawl}} {{green|−30%}} Empire Sprawl from Pops
 +
* {{icon|stability}} {{green|+10}} Stability
 +
* {{icon|edict}} Can use the Peace Festivals edict
 +
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 +
* Must use [[Policies#War Philosophy|Defensive Wars]] policy
 +
* Cannot engage in [[Policies#Orbital Bombardment|Indiscriminate Orbital Bombardment]]
 +
}}
 +
|
 +
| [[File:Fanatic Materialist.png|50px]] '''Fanatic Materialist'''
 +
* {{icon|robot upkeep}} {{green|−20%}} Robot Upkeep
 +
* {{icon|research speed}} {{green|+10%}} Research Speed
 +
{{Collapse list
 +
| type= {{icon|policy}} Principles
 +
| body=
 +
* Allows '''Academic Privilege''' living standards
 +
* Cannot use AI Outlawed policy
 +
* Cannot use Robotic Workers Outlawed policy
 +
}}
 
|}
 
|}
  
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width: 45%; float:left; margin-right: 70px;"
+
== Pop ethics ==
! colspan=2 | Pop Ethic Weights {{iconify|Xenophobe}}
+
{{SVersion|2.7}}
 +
Each pop in an empire will embrace a single, moderate ethic, which determines the Faction a pop will eventually join. At the start of the game the population's ethics will match the empire ethics but as an empire grows its population will become more diverse in its views and wants. Each ethic has an attraction value for each pop in an empire depending on both the empire's situation and their own situation.
 +
 
 +
Over time, the ethics of the pops will drift in such a way that it roughly matches the overall attraction of that value. For example, if the materialist attraction sits at 10% for decades, it's likely that after that time, around 10% of all pops will be materialist. There is some random factor so it's likely never going to match up perfectly, but the system is built to try and go towards the mean, so the more over-represented an ethic is compared to its attraction, the more likely pops are to drift away from it and vice versa.
 +
 
 +
The following attraction factors are valid for each ethic:
 +
* {{green|+2}} if the empire has the ethic in moderate form
 +
* {{green|+3}} if the empire has the ethic in fanatic form
 +
* {{green|+2}} if the empire does not have the ethic and the Faction representing it has formed
 +
* {{green|+0.5}} if the leader of the Faction representing the ethic is the empire ruler
 +
 
 +
Each ethic has its own multitude of factors that will increase or lower its attraction.
 +
{| class="wikitable sortable" style="text-align: center;
 +
! Ethic
 +
! Attraction
 +
! Requirement
 +
! Attraction
 +
! Ethic
 
|-
 
|-
! scope="col" | Factor
+
| rowspan=10 | {{icon|authoritarian}}<br>'''Authoritarian'''
! scope="col" class="unsortable" | Requirement
+
| {{green|1.50}} || Member of a {{iconify|Hegemony}} federation || '''1'''
 +
| rowspan=10 | {{icon|egalitarian}}<br>'''Egalitarian'''
 
|-
 
|-
| {{green|2.00}} || Has supremacist or isolationist faction and is not {{iconify|Xenophobe}} or {{iconify|Fanatic Xenophobe}}
+
| {{green|1.50}} || A pop of this species is enslaved. Ignores robot Pops. || '''1'''
 
|-
 
|-
| {{green|1.50}} || Leader of the supremacist or isolationist faction is the ruler
+
| {{green|1.25}} || Pop is {{iconify|Decadent}} || {{red|0.50}}
 
|-
 
|-
| {{green|2.00}} || Has {{iconify|Xenophobe}}
+
| {{green|1.25}} || Authority is {{iconify|Imperial}} || {{red|0.75}}
 
|-
 
|-
| {{green|3.00}} || Has {{iconify|Fanatic Xenophobe}}
+
| {{green|1.25}} || A pop from another biological species is enslaved. Unless a pop of this species is also enslaved. || {{green|1.50}}
 
|-
 
|-
| {{green|1.50}} || Has the {{iconify|Inwards Perfection}} civic
+
| '''1''' || Pop does not have Full Citizenship || {{green|1.25}}
 
|-
 
|-
| {{green|1.50}} || Has the {{iconify|Fanatic Purifiers}} civic
+
| '''1''' || Is in Defense Pact, Commercial Pact or Federation with a {{iconify|Egalitarian}} or {{iconify|Fanatic Egalitarian}} Empire || {{green|1.50}}
 
|-
 
|-
| {{red|0.75}} || Non-subject Xeno empire has migration acess
+
| '''1''' || Any non-subject {{iconify|Egalitarian}} or {{iconify|Fanatic Egalitarian}} Empire has migration access || {{green|2.00}}
 
|-
 
|-
| {{red|0.75}} || Allows alien leaders
+
| {{red|0.75}} || Authority is {{iconify|Democratic}} || {{green|1.25}}
 
|-
 
|-
| {{green|3.00}} || In a defensive war against a xeno empire
+
| {{red|0.75}} || Pop has social welfare, utopian or shared burden living standards || {{green|1.25}}
 
|-
 
|-
| {{green|2.00}} || A xeno empire has enslaved your primary species. Robot Pops excluded
+
| rowspan=17 | {{icon|materialist}}<br>'''Materialist'''
 +
| {{green|2.00}} || Pop is a robot || {{red|0.25}}
 +
| rowspan=17 | {{icon|spiritualist}}<br>'''Spiritualist'''
 
|-
 
|-
| {{green|4.00}} || A xeno empire has committed genocide on your empire's primary species
+
| {{green|1.50}} || Member of a {{iconify|Research Cooperative}} federation || '''1'''
 
|-
 
|-
| {{green|2.00}} || This pop is not enslaved but a xeno is enslaved on the world
+
| {{green|1.50}} || Pop is {{iconify|Cybernetic}} || '''1'''
 
|-
 
|-
| {{red|0.50}} || This pop is not enslaved and a not enslaved xeno is on the world
+
| {{green|1.33}} || Research Agreement with a {{iconify|Fanatic Materialist}} or {{iconify|Materialist}} || '''1'''
 
|-
 
|-
| {{green|1.50}} || A {{iconify|Repugnant}} xeno is on the world
+
| {{green|1.25}} || ''Citizen Rights'' Artificial Intelligence policy || {{red|0.75}}
 
|-
 
|-
|}
+
| {{green|1.25}} || Origin is {{iconify|Mechanist}} || '''1'''
 
 
{| class="wikitable sortable  mw-collapsible mw-collapsed" style="width: 45%; float:left; margin-right: 70px;"
 
! colspan=2 | Pop Ethic Weights {{iconify|Xenophile}}
 
 
|-
 
|-
! scope="col" | Factor
+
| {{green|1.25}} || Pop is not a robot but Robot pops live on the planet || '''1'''
! scope="col" class="unsortable" | Requirement
 
 
|-
 
|-
| {{green|2.00}} || Has xenoist faction and is not {{iconify|Xenophile}} or {{iconify|Fanatic Xenophile}}
+
| {{green|1.25}} || Pop has trait {{iconify|Natural Engineers}} || '''1'''
 
|-
 
|-
| {{green|1.50}} || Leader of the xenoist faction is the ruler
+
| {{green|1.25}} || Pop has trait {{iconify|Natural Sociologists}} || '''1'''
 
|-
 
|-
| {{green|2.00}} || Has {{iconify|Xenophile}}
+
| {{green|1.25}} || Pop has trait {{iconify|Natural Physicists}} || '''1'''
 
|-
 
|-
| {{green|3.00}} || Has {{iconify|Fanatic Xenophile}}
+
| '''1''' || Has {{iconify|Psionic Theory|24px}} technology || {{green|1.25}}
 
|-
 
|-
| {{red|0.50}} || Has the {{iconify|Inwards Perfection}} civic
+
| '''1''' || Has Mind Over Matter ascension perk || {{green|1.50}}
 
|-
 
|-
| {{red|0.33}} || Has the {{iconify|Fanatic Purifiers}} civic
+
| '''1''' || Has Transcendence ascension perk || {{green|1.50}}
 
|-
 
|-
| {{green|1.50}} || Allows alien leaders
+
| '''1''' || Has defense pact, commercial pact or Federation with a {{iconify|Fanatic Spiritualist}} or {{iconify|Spiritualist}} || {{green|1.50}}
 
|-
 
|-
| {{green|1.50}} || Non-subject Xeno empire has migration acess
+
| '''1''' || Is Subject of a {{iconify|Spiritualist}} or {{iconify|Fanatic Spiritualist}} empire || {{green|2.00}}
 
|-
 
|-
| {{green|1.33}} || In a defensive pact, commerical pact or Federation with a xeno empire
+
| '''1''' || Non-Subject {{iconify|Fanatic Spiritualist}} or {{iconify|Spiritualist}} Empire has migration access || {{green|2.00}}
 
|-
 
|-
| {{red|0.25}} || A xeno empire has committed genocide on your empire's primary species
+
| {{red|0.00}} || Pop has {{iconify|Priest}} or {{iconify|High Priest}} job || '''1'''
 
|-
 
|-
| {{red|0.50}} || A xeno empire has enslaved a pop of your empires primary species
+
| rowspan=16 | {{icon|militarist}}<br>'''Militarist'''
 +
| {{green|3.00}} || Planet is occupied || '''1'''
 +
| rowspan=16 | {{icon|pacifist}}<br>'''Pacifist'''
 
|-
 
|-
| {{green|2.00}} || Pop is a xeno, does not have full citizenship and is not enslaved
+
| {{green|2.00}} || Pop has citizen rights or can be military leader and is in a war || '''1'''
 
|-
 
|-
| {{green|2.00}} || Pop is not enslaved and a sapient free xeno pop is on the world
+
| {{green|2.00}} || Pop has citizen rights or can be military leader and has recently lost a war || '''1'''
 
|-
 
|-
| {{green|1.50}} || A {{iconify|charismatic}} xeno is on the world
+
| {{green|1.50}} || Pop has citizen rights or can be military leader and a neighbor is hostile, domineering or a rival || {{red|0.50}}
|}
 
{{clear}}
 
 
 
=== Militarist - Pacifist ===
 
{{SVersion|2.3}}
 
The '''militarist - pacifist''' dichotomy axis considers the merit of [[war]] and what the role of the empire's military should be.
 
 
Militarists view aggression as the only needed form of diplomacy, upholding warfare as a tradition and view their military as a tool to facilitate the expansion of national borders and the subjugation of enemies by force of arms. In contrast, pacifists believe that violence breeds self-defeating hatred, death and destruction, and that friendly (or neutral) cooperation between empires is more beneficial than undignified bloodshed. In their eyes, the empire's military should only act as an armed deterrent to discourage and prevent invasions and war and that violence should only be used as a last resort in the direst of emergencies.
 
 
 
Militarists have a vested interest in expansionism and shows of strength, and therefore gain valuable advantages in warfare in the form of bonuses to fire rate and claim cost discounts, while also allowing them to use the "No retreat" war doctrine. Pacifists are more inclined towards inwards perfection and are able to focus more on events closer to home, with increased stability and administrative capacity.
 
 
 
Pacifists are naturally hesitant and reluctant to wage war and are thus unable to use the "Unrestricted wars" war policy. Fanatic Pacifists are wholly unwilling to attack anyone unless attacked first and are restricted to the "Defensive wars" war policy. These restrictions do not, however, affect {{iconify|Federation}} warfare.
 
 
 
{| class="mildtable" cellspacing="2" cellpadding="4" width="100%"
 
! style="width:20%" | Type
 
! style="width:20%" | Effects
 
! style="width:25%" | Principles
 
! style="width:35%" | Description
 
|- id="Fanatic Militarist"
 
|'''{{iconify|Fanatic Militarist|42px}}'''
 
|
 
* {{icon|influence}} {{green|-20%}} Claim Influence Cost
 
* {{icon|fire rate}} {{green|+20%}} Ship Fire Rate
 
|
 
* Can use the {{icon|Edict}} No Retreat [[Policies#War Doctrine|War Doctrine]]
 
| ''The ability to project force is of paramount importance. The only way to preserve our way of life is to make sure everyone shares it; willingly or not...''
 
|- id="Militarist"
 
|'''{{iconify|Militarist|42px}}'''
 
|
 
* {{icon|influence}} {{green|-10%}} Claim Influence Cost
 
* {{icon|fire rate}} {{green|+10%}} Ship Fire Rate
 
|
 
* Can use the {{icon|Edict}} No Retreat [[Policies#War Doctrine|War Doctrine]]
 
| ''The only true virtues are courage and discipline, and channeled properly they can overcome any obstacle. Therein lies true strength; force withheld, a promise made.''
 
|- id="Pacifist"
 
|'''{{iconify|Pacifist|42px}}'''
 
|
 
* {{icon|administrative cap}} {{green|+10}} Administrative Cap
 
* {{icon|stability}} {{green|+5}} Stability
 
|
 
* Cannot use [[Policies#War Philosophy|Unrestricted Wars]] policy
 
* Cannot engage in [[Policies#Orbital Bombardment|Indiscriminate Orbital Bombardment]]
 
| ''Conflict as a means to an end is a ridiculous concept. It is by nature destructive, destroying what was to be obtained or giving room to grow that which was to be destroyed.''
 
|- id="Fanatic Pacifist"
 
|'''{{iconify|Fanatic Pacifist|42px}}'''
 
|
 
* {{icon|administrative cap}} {{green|+20}} Administrative Cap
 
* {{icon|stability}} {{green|+10}} Stability
 
|
 
* Must use [[Policies#War Philosophy|Defensive Wars Only]] policy
 
* Cannot engage in [[Policies#Orbital Bombardment|Indiscriminate Orbital Bombardment]]
 
| ''As civilized beings, the end of all armed conflict should be our primary concern. War is an evolutionary dead end, as futile as it is wasteful.''
 
|}
 
 
 
{| class="wikitable sortable  mw-collapsible mw-collapsed" style="width: 45%; float:left; margin-right: 70px;"
 
! colspan=2 | Pop Ethic Weights {{iconify|Militarist}}
 
|-
 
! scope="col" | Factor
 
! scope="col" class="unsortable" | Requirement
 
|-
 
| {{green|2.00}} || Has imperialist faction and is not {{iconify|Militarist}} or {{iconify|Fanatic Militarist}}
 
|-
 
| {{green|1.50}} || Leader of the imperialist faction is the ruler
 
|-
 
| {{green|2.00}} || Has {{iconify|Militarist}}
 
 
|-
 
|-
| {{green|3.00}} || Has {{iconify|Fanatic Militarist}}
+
| {{green|1.50}} || Member of a {{iconify|Martial Alliance}} federation || '''1'''
 
|-
 
|-
| {{red|0.33}} || Has the {{iconify|Inwards Perfection}} civic
+
| {{green|1.25}} || Another empire controls a planet you were the original owner of || '''1'''
 
|-
 
|-
| {{red|0.75}} || Has been at peace for over 20 years (After year 2250)
+
| {{green|1.20}} || Pop is {{iconify|Very Strong}} || '''1'''
 
|-
 
|-
| {{red|0.75}} || Has been at peace for over 40 years (After year 2250)
+
| {{green|1.10}} || Pop is {{iconify|Strong}} || '''1'''
 
|-
 
|-
| {{red|0.75}} || Has been at peace for over 60 years (After year 2250)
+
| '''1''' || Has {{iconify|Fanatic Purifiers}} civic || {{red|0.50}}
 
|-
 
|-
| {{red|0.75}} || Has been at peace for over 80 years (After year 2250)
+
| {{red|0.75}} || Has been at peace for over 20 years (After year 2250) || {{green|1.33}}
 
|-
 
|-
| {{red|0.75}} || Has been at peace for over 100 years (After year 2250)
+
| {{red|0.75}} || Has been at peace for over 40 years (After year 2250) || {{green|1.33}}
 
|-
 
|-
| {{green|1.25}} || Another empire controls a planet you were the original owner of
+
| {{red|0.75}} || Has been at peace for over 60 years || {{green|1.33}}
 
|-
 
|-
| {{green|2.00}} || Pop has citizen rights or can be military leader and is in a war
+
| {{red|0.75}} || Has been at peace for over 80 years || {{green|1.33}}
 
|-
 
|-
| {{green|2.00}} || Pop has citizen rights or can be military leader and has recently lost a war
+
| {{red|0.75}} || Has been at peace for over 100 years || {{green|1.33}}
 
|-
 
|-
| {{green|1.50}} || Pop has citizen rights or can be military leader and a neighbor is hostile, domineering or a rival
+
| {{red|0.75}} || Pop is {{iconify|Weak}} || {{green|1.10}}
 
|-
 
|-
| {{green|1.10}} || Pop is {{iconify|Strong}}
+
| {{red|0.33}} || Has {{iconify|Inwards Perfection}} civic || {{green|1.50}}
 
|-
 
|-
| {{green|1.20}} || Pop is {{iconify|Very Strong}}
+
| rowspan=13 | {{icon|xenophile}}<br>'''Xenophile'''
 +
| {{green|2.00}} || Pop is not enslaved and a sapient free alien pop is on the world || {{red|0.50}}
 +
| rowspan=13 | {{icon|xenophobe}}<br>'''Xenophobe'''
 
|-
 
|-
| {{red|0.75}} || Pop is {{iconify|Weak}}
+
| {{green|2.00}} || Pop is an alien, does not have full citizenship and is not enslaved || '''1'''
 
|-
 
|-
| {{green|3.00}} || Pop is on an occupied Planet
+
| {{green|1.50}} || Allows alien leaders || {{red|0.75}}
 
|-
 
|-
|}
+
| {{green|1.50}} || Non-subject alien empire has migration access || {{red|0.75}}
 
 
{| class="wikitable sortable  mw-collapsible mw-collapsed" style="width: 45%; float:left; margin-right: 70px;"
 
! colspan=2 | Pop Ethic Weights {{iconify|Pacifist}}
 
 
|-
 
|-
! scope="col" | Factor
+
| {{green|1.50}} || A {{iconify|charismatic}} alien pop is on the world || '''1'''
! scope="col" class="unsortable" | Requirement
 
 
|-
 
|-
| {{green|2.00}} || Has prosperity faction and is not {{iconify|Pacifist}} or {{iconify|Fanatic Pacifist}}
+
| {{green|1.33}} || In a defensive pact, commercial pact or Federation with an alien empire || '''1'''
 
|-
 
|-
| {{green|1.50}} || Leader of the prosperity faction is the ruler
+
| '''1''' || A {{iconify|Repugnant}} alien pop is on the world || {{green|1.50}}
 
|-
 
|-
| {{green|2.00}} || Has {{iconify|Pacifist}}
+
| '''1''' || Pop is not enslaved but an alien is enslaved on the world || {{green|2.00}}
 
|-
 
|-
| {{green|3.00}} || Has {{iconify|Fanatic Pacifist}}
+
| '''1''' || In a defensive war against an alien empire || {{green|3.00}}
 
|-
 
|-
| {{green|1.50}} || Has the {{iconify|Inwards Perfection}} civic
+
| {{red|0.50}} || Has {{iconify|Inwards Perfection}} civic || {{green|1.50}}
 
|-
 
|-
| {{red|0.50}} || Has the {{iconify|Fanatic Purifiers}} civic
+
| {{red|0.50}} || An alien empire has enslaved a pop of the empires primary species || {{green|2.00}}
 
|-
 
|-
| {{green|1.33}} || Has been at peace for over 20 years (After year 2250)
+
| {{red|0.33}} || Has {{iconify|Fanatic Purifiers}} civic || {{green|1.50}}
 
|-
 
|-
| {{green|1.33}} || Has been at peace for over 40 years (After year 2250)
+
| {{red|0.25}} || An alien empire has committed genocide on the empire's primary species || {{green|4.00}}
|-
 
| {{green|1.33}} || Has been at peace for over 60 years (After year 2250)
 
|-
 
| {{green|1.33}} || Has been at peace for over 80 years (After year 2250)
 
|-
 
| {{green|1.33}} || Has been at peace for over 100 years (After year 2250)
 
|-
 
| {{red|0.50}} || Pop has citizen rights or can be military leader and any neighbor is hostile, domineering, or a rival
 
 
|}
 
|}
{{clear}}
 
 
=== Materialist - Spiritualist ===
 
{{SVersion|2.3}}
 
The '''materialist - spiritualist''' dichotomy axis looks at Epistemology, Metaphysics, the nature of being and reality in general as well as the empire's view on the Mind-Body Problem.
 
  
While the in-game text might make it seem like a "science vs religion" axis, the materialist-spiritualist axis is much deeper than that.
+
== Governing Ethics Attraction ==
 
+
Governing Ethics Attraction is a modifier that attracts Pops towards the primary ethics of an empire rather than unrelated ethics. As the Factions corresponding to the governing ethics tend to have more Faction Approval having Pops match those ethics to join those Factions is desirable. The main factor that determines Governing Ethics Attraction is the {{iconify|Happiness}} of Pops. In addition an empire's Governing Ethics Attraction can be affected by the following:
On one hand, materialists disregard religion as superstition, considering that the physical universe and all that lies therein is all there is, that consciousness is a product of the physical world and that life has no intrinsic meaning outside of the physical realm and that the only true purpose is what they make of it. Thus they believe that through science, they can achieve mastery over both the physical world and themselves.
+
{| class="mildtable"
 
+
!Source
In contrast, spiritualists reject raw, 'hard' science and believe that there is more to the world than what meets the eye, that consciousness surpasses materiality, that there are other planes of existence beyond the one they are on and that their temporal, corporeal bodies, subjected to the vicissitudes of the universe, are only a means towards a greater end: To improve themselves spiritually in anticipation of their future ascension to higher planes of existence.
+
!Effect
 
 
Materialists are scientific and get a bonus to research speed and robot upkeep, while Spiritualists strive towards piety, unity, and tradition and thus gain more unity and have lower edict costs. Materialists are more likely to draw Robotic technologies, while Spiritualists are more likely to draw Psionic technologies.
 
 
 
Materialists are normally unable to access psionics research unless they have employed a scientist with the leader trait {{icon|psionics}} {{tech|rare|Expertise: Psionics}}. The trait is only available through an event because it's inaccessible without the technology {{icon|Psionic Theory|24px}} {{tech|rare|Psionic Theory}}, which is also inaccessible without the expertise trait. Even having a {{iconify|maniacal}} {{iconify|Society}} leader is not sufficient for a Materialist empire.
 
Spiritualists on the other hand are capable of accessing robotics research without any restrictions but will suffer happiness penalties for not outlawing AI and cannot give citizen rights to robots of any kind.
 
 
 
{| class="mildtable" cellspacing="2" cellpadding="4" width="100%"
 
! style="width:20%" | Type
 
! style="width:20%" | Effects
 
! style="width:25%" | Principles
 
! style="width:35%" | Description
 
|- id="Fanatic Materialist"
 
|'''{{iconify|Fanatic Materialist|42px}}'''
 
|
 
* {{icon|robot upkeep}} {{green|−20%}} Robot Upkeep
 
* {{icon|research speed}} {{green|+10%}} Research Speed
 
|
 
* Allows '''Academic Privilege''' living standards
 
* Cannot use AI Outlawed policy
 
* Cannot use Robotic Workers Outlawed policy
 
| ''Although it hurts, we must grow up and put aside our outdated notions of morality. There is no 'divine spark' granting special value to a living mind. No object has any intrinsic value apart from what we choose to grant it. Let us embrace the freedom of certitude, and achieve maximum efficiency in all things!''
 
|- id="Materialist"
 
|'''{{iconify|Materialist|42px}}'''
 
|
 
* {{icon|robot upkeep}} {{green|−10%}} Robot Upkeep
 
* {{icon|research speed}} {{green|+5%}} Research Speed
 
|
 
* Allows '''Academic Privilege''' living standards
 
* Cannot use AI Outlawed policy
 
* Cannot use Robotic Workers Outlawed policy
 
| ''As we reach for the stars, we must put away childish things; gods, spirits and other phantasms of the brain. Reality is cruel and unforgiving, yet we must steel ourselves and secure the survival of our race through the unflinching pursuit of science and technology.''
 
|- id="Spiritualist"
 
|'''{{iconify|Spiritualist|42px}}'''
 
|
 
* {{icon|Unity}} {{green|+10%}} Monthly Unity
 
* {{icon|edict cost}} {{green|-5%}} Edict Cost
 
|
 
* Can build Temple buildings
 
* Can create Hallowed Worlds
 
* Cannot use Full AI Rights policy
 
| ''There are those think it behooves us to remember how tiny we are, how pointless our lives in this vast uncaring universe... What nonsense! The only truth we can ever know is that of our own existence. The universe - in all its apparent glory - is but a dream we all happen to share.''
 
|- id="Fanatic Spiritualist"
 
|'''{{iconify|Fanatic Spiritualist|42px}}'''
 
|
 
* {{icon|Unity}} {{green|+20%}} Monthly Unity
 
* {{icon|edict cost}} {{green|-10%}} Edict Cost
 
|
 
* Can build Temple buildings
 
* Can create Hallowed Worlds
 
* Cannot use Full AI Rights policy
 
| ''Our science has proved that Consciousness begets reality. We regard with patience the childlike efforts of those who delude themselves it is the other way around, as they play with their blocks of 'hard matter'.''
 
|}
 
 
 
{| class="wikitable sortable  mw-collapsible mw-collapsed" style="width: 45%; float:left; margin-right: 70px;"
 
! colspan=2 | Pop Ethic Weights {{iconify|Spiritualist}}
 
|-
 
! scope="col" | Factor
 
! scope="col" class="unsortable" | Requirement
 
|-
 
| {{green|2.00}} || Has traditionalist faction and is not {{iconify|Spiritualist}} or {{iconify|Fanatic Spiritualist}}
 
|-
 
| {{green|1.50}} || Leader of the traditionalist faction is the ruler
 
|-
 
| {{green|2.00}} || Has {{iconify|Spiritualist}}
 
|-
 
| {{green|3.00}} || Has {{iconify|Fanatic Spiritualist}}
 
|-
 
| {{green|1.25}} || Has {{icon|Psionic Theory|24px}} {{tech|rare|Psionic Theory}}
 
|-
 
| {{green|1.50}} || Has mind over matter ascension perk
 
|-
 
| {{green|1.50}} || Has transcendence ascension perk
 
|-
 
| {{red|0.75}} || Has AI full rights
 
|-
 
| {{green|2.00}} || Is Subject of a {{iconify|Spiritualist}} or {{iconify|Fanatic Spiritualist}} empire
 
|-
 
| {{green|1.50}} || Has defense pact, commercial pact or Federation with a {{iconify|Fanatic Spiritualist}} or {{iconify|Spiritualist}}
 
 
|-
 
|-
| {{green|2.00}} || Non-Subject {{iconify|Fanatic Spiritualist}} or {{iconify|Spiritualist}} Empire has migration access
+
|[[File:Empire capital.png|24px]] Empire Capital
 +
|{{green|+100%}}
 
|-
 
|-
| {{red|0.25}} || Pop is a robot
+
|{{icon|edict}} Hearts and Minds ambition edict
|}
+
|{{green|+100%}}
 
 
{| class="wikitable sortable  mw-collapsible mw-collapsed" style="width: 45%; float:left; margin-right: 70px;"
 
! colspan=2 | Pop Ethic Weights {{iconify|Materialist}}
 
 
|-
 
|-
! scope="col" | Factor
+
|[[File:Ap one vision.png|24px]] One Vision ascension perk
! scope="col" class="unsortable" | Requirement
+
|{{green|+50%}}
 
|-
 
|-
| {{green|2.00}} || Has technologist faction and is not {{iconify|Materialist}} or {{iconify|Fanatic Materialist}}
+
|{{icon|edict}} Information Quarantine edict
 +
|{{green|+50%}}
 
|-
 
|-
| {{green|1.50}} || Leader of the technologist faction is the ruler
+
|{{iconify|Conformists}} species trait
 +
|{{green|+30%}}
 
|-
 
|-
| {{green|2.00}} || Has {{iconify|Materialist}}
+
|{{iconify|Isolationist}} diplomatic stance
 +
|{{green|+25%}}
 
|-
 
|-
| {{green|3.00}} || Has {{iconify|Fanatic Materialist}}
+
|[[File:Tradition harmony the greater good.png|24px]] The Greater Good harmony tradition
 +
|{{green|+25%}}
 
|-
 
|-
| {{green|1.25}} || Has the {{Iconify|Mechanist}} civic
+
|[[File:Sb deep space black site.png|24px]] Deep Space Black Site starbase building
 +
|{{green|+25%}}
 
|-
 
|-
| {{green|1.25}} || Has AI full rights
+
|{{iconify|Conservative}} species trait
 +
|{{green|+25%}}
 
|-
 
|-
| {{green|1.33}} || Has a research agreement with a {{iconify|Fanatic Materialist}} or {{iconify|Materialist}}
+
|{{iconify|Chosen One}} ruler trait
 +
|{{green|+20%}}
 
|-
 
|-
| {{red|0.00}} || Pop has Priest or High Priest job
+
|{{icon|fed}} Full Circle empire modifier
 +
|{{green|+20%}}
 
|-
 
|-
| {{green|2.00}} || Pop is a robot
+
|{{iconify|Psychic}} ruler trait
 +
|{{green|+10%}}
 
|-
 
|-
| {{green|1.50}} || Pop has cybernetic
+
|{{icon|fed}} Spurred by the Past empire modifier
 +
|{{green|+10%}}
 
|-
 
|-
| {{green|1.25}} || Pop is not a robot but owned Robot pop on planet
+
|{{iconify|Deviants}} species trait
 +
|{{red|−15%}}
 
|-
 
|-
| {{green|1.25}} || Pop has trait {{iconify|Natural Engineers}}, {{iconify|Natural Sociologists}} or {{iconify|Natural Physicists}}
+
|{{icon|building}} Disinformation Center branch office building
 +
|{{red|−50%}}
 
|}
 
|}
{{clear}}
 
  
=== Gestalt Consciousness ===
+
== Ethics change ==
{{SVersion|2.3}}
+
Empire ethics can be changed once every 20 years by embracing a faction. You will also receive a notification if another empire does so. Embracing a faction causes an ethic shift to the faction's ethic, having it added or promoted into fanatic if you have it. Other ethics gets demoted or removed to keep the total ethic points the same as before, using the following rule:
{{expansion|utp|snd}}
 
This ethic allows for a unique playstyle where the entire empire is considered to be a singular massive organism, being or collective directed by a central consciousness/mind and every individual is merely an extension of that collective consciousness/mind. With one vast linked consciousness guiding every individual, the guiding values of a gestalt consciousness empire are whatever the player deems them to be (meaning, there are no factions or ethics drift at all). Both the {{iconify|Hive Mind|21px}} and the {{iconify|Machine Intelligence|21px}} authorities belong to this ethic and they each have an accompanying set of [[civics]] suitable to their playstyle (as regular civics cannot be picked).
 
  
All Pops from the founder species of a Gestalt Consciousness will have a trait corresponding to the chosen authority. Their pops are not affected by happiness and will never form factions, allowing Gestalt Consciousnesses to completely ignore internal politics... though this comes as a cost, as they also cannot benefit from the influence boost and other benefits provided by happy Factions in a regular empire.
+
{| class="wikitable" style="text-align: center;"
 
+
|-
As Gestalt Consciousnesses rely completely on their ability to be connected at all time with the drone population, they are also unable to rule over non-native Pops, and any such Pops in the empire will automatically be displaced, enslaved, or purged. Similarly, Gestalt Consciousness pops that end up in non-gestalt consciousness empires will be cut off from the collective and will perish over time.
+
! rowspan=2 | Situation
In the case of a {{iconify|Hive mind|21px}}, however, this changes if the empire has the {{icon|Ascension Perk|21px}}'''Evolutionary Mastery''' Ascension Perk. That that case, the Hive Mind empire can integrate conquered non-native pops into their collective consciousness, allowing them to be assimilated and used like normal drones. Likewise, a Non-Hive Mind empire with the Ascension Perk that has Hive mind pops living on their planets can detach those pops from the collective consciousness they originated from and integrate them into their society as citizens.
+
! colspan=3 | Example
 
+
|-
Diplomatically, most Gestalt Consciousnesses can still coexist with other species: They have full access to diplomacy and can have non-Gestalt Consciousnesses as subjects (and can be ruled over as subjects by non-Gestal COnsciousnesses in turn), though non-Gestalt Consciousness empires tend to be somewhat distrustful of Gestalt Consciousnesses upon first contact.
+
! Ethics
Unlike other ethics, Gestalt Consciousness can only be picked when creating a new empire and the choice is permanent.
+
! Shifts to
 
+
! Result
{| class="mildtable" cellspacing="2" cellpadding="4" width="100%"
+
|-  
! style="width:15%" | Type
+
| rowspan=2 | Shifting to a new ethic
! style="width:15%" | Effects
+
| {{icon|Fanatic Militarist}}{{icon|Materialist}}
! style="width:40%" | Principles
+
| rowspan=2 | {{icon|Authoritarian}}
! style="width:30%" | Description
+
| rowspan=2 | {{icon|Militarist}}{{icon|Materialist}}{{icon|Authoritarian}}
|- id="Hive Mind"
+
|-  
|'''{{iconify|Gestalt Consciousness|42px}}'''
+
| {{icon|Militarist}}{{icon|Materialist}}{{icon|unknown}}
|
+
|-  
* {{icon|war exhaustion}} {{green|-20%}} War Exhaustion Gain
+
| rowspan=2 | Shifting to an existing ethic
* {{icon|influence}} {{green|+1}} Monthly Influence
+
| {{icon|Militarist}}{{icon|Fanatic Materialist}}
|  
+
| rowspan=2 | {{icon|Militarist}}
* Cannot use any {{icon|Democratic}}{{icon|Oligarchic}}{{icon|Dictatorial}}{{icon|Imperial}} default authority
+
| rowspan=2 | {{icon|Fanatic Militarist}}{{icon|Materialist}}
* Can use the Full Orbital Bombardment policy
+
|-
* Rulers are Immortal
+
| {{icon|Militarist}}{{icon|Materialist}}{{icon|unknown}}
* Native Pops are not affected by happiness and will not join Factions
+
|-
* Native Pops cannot survive in empires with a different authority
+
| rowspan=3 | Shifting to an opposite ethic
* Non-native Pops cannot survive in Gestalt Consciousness empires
+
| {{icon|Fanatic Militarist}}{{icon|Materialist}}
* Can use the {{icon|Edict}} No Retreat [[Policies#War Doctrine|War Doctrine]]
+
| rowspan=3 | {{icon|Pacifist}}
| ''We reach into the void.<br>The vast expanse becomes us.''
+
| rowspan=2 | {{icon|Pacifist}}{{icon|Fanatic Materialist}}
 +
|-
 +
| {{icon|Militarist}}{{icon|Fanatic Materialist}}
 +
|-
 +
| {{icon|Militarist}}{{icon|Materialist}}{{icon|unknown}}
 +
| {{icon|Pacifist}}{{icon|Materialist}}{{icon|unknown}}
 +
|-  
 +
! colspan=4 | {{icon|unknown}} means the ethic with the lowest attraction
 
|}
 
|}
 
Note that whilst the ''Ruler'' is immortal, regular ''Leaders'' are not, since they are merely normal drones with increased autonomy. Hive Mind Leaders will age normally, and there is a chance every ten years that one Machine Intelligence Leader will suffer a fatal accident. Hive Minds can extend [[Leader#Age|leader lifespan]] through research and genetic engineering, whilst Machine Intelligences may take the [[File:Tradition_synchronicity_self_preservation.png|18px]] Self-Preservation Protocols Tradition to reduce the accident chance by half.
 
 
== Ethics change ==
 
Empire ethics can be changed once every 20 years by embracing a faction. You will also receive a notification if another empire does so. Embracing a faction causes an ethic shift to the faction's ethic, having it added or promoted into fanatic if you have it. Other ethics gets demoted or removed to keep the total ethic points the same as before, using the following rule:
 
* '''Shifting to a new ethic:''' the fanatic ethic gets demoted to non-fanatic if there is one, otherwise the ethic with the lowest attraction will be removed.
 
* '''Shifting to an existing non-fanatic ethic:''' the existing fanatic ethic gets demoted to non-fanatic if there is one, otherwise the ethic with the lowest attraction will be removed.
 
* '''Shifting to an opposite ethic:''' the ethic opposing the new one gets removed, if it was fanatic then your other existing ethic becomes fanatic.
 
  
 
One way to ensure an ethic has the lowest attraction and will be removed is to suppress it and promote other factions with the game paused, shift ethics and then undo the suppression and promotions before unpausing.
 
One way to ensure an ethic has the lowest attraction and will be removed is to suppress it and promote other factions with the game paused, shift ethics and then undo the suppression and promotions before unpausing.
 
=== Event changes ===
 
Ethics can also be changed as a result of certain events:
 
* At the end of the Old Gods event chain there is the option to [[Anomaly_events_3#Old_Gods:_Revelation|"start a religious renaissance"]], which will shift the empire towards {{iconify|Spiritualist}} if not {{iconify|Fanatic Spiritualist}} already.
 
* Becoming a [[Subject_empire#Subjects_of_Awakened_Empires|Dominion]] shifts an empire towards {{iconify|Spiritualist}} twice unless {{iconify|Gestalt Consciousness}}, causing the empire to become {{iconify|Fanatic Spiritualist}}.
 
* If a leader gets the {{iconify|Chosen One}} trait via the Shroud a month later the empire will get the option to accept the [[Anomaly_events_3#Accepting_the_Divine_Mandate|"Divine Mandate"]] which will give the empire the following government:
 
** {{iconify|Fanatic Authoritarian}}
 
** {{iconify|Spiritualist}}
 
** {{iconify|Imperial}} authority
 
** {{iconify|Imperial Cult}} civic
 
** {{iconify|Philosopher King}} civic
 
** {{iconify|Aristocratic Elite}} civic
 
* Or if the government already has {{iconify|Fanatic Spiritualist}} ethic:
 
** {{iconify|Authoritarian}}
 
** {{iconify|Fanatic Spiritualist}}
 
** {{iconify|Imperial}} authority
 
** {{iconify|Imperial Cult}} civic
 
** {{iconify|Philosopher King}} civic
 
** {{iconify|Aristocratic Elite}} civic
 
 
The leader with the chosen one trait will become the new god-emperor
 
  
 
== References ==
 
== References ==

Latest revision as of 13:15, 22 July 2020

Version

Outliner top.png
This article has been verified for the current PC version (2.7) of the game.
Ethics types interface

Ethics are the guiding principles of an empire and its people and determine an empire or pop's favored courses of action and responses to situations. Empires and individual populations don't always align ethically which can cause internal strife in large nations. AI species follow the same ethics rules and their behavior is heavily dependent on the ethics they follow. Naturally, a Militarist Xenophobe alien empire will react very differently to the player than a Pacifist Xenophile. AI empires will, however, compromise on their ethics if circumstances are dire enough, for instance, if threatened with imminent conquest.

Every empire except Fallen Empires can have either three moderate ethics or one fanatic and one moderate ethic. Fallen Empires have only one fanatic ethic. Pops have only one moderate ethic each.

Empire ethics[edit]

Each empire has 3 ethic points which can be spent on ethics. Each moderate ethic costs 1 point and each fanatic ethic costs 2 points. Gestalt Consciousness is the "true neutral" ethic for collective societies without individual agency; it costs 3 ethic points and requires either the Utopia.png Utopia DLC or the Synthetic Dawn.png Synthetic Dawn DLC.

Empire ethics have a profound effect on options available during the game. For instance, diplomatic options with alien species are affected by ethics, as are some options for dealing with anomalies. As a result, ethics choices have a greater impact on game experience than the bonuses and maluses listed on this page.

There are 4 ethic axes present:

  • The Authoritarian-Egalitarian axis looks at whether the empire's political power belongs in the hands of the few or the many.
  • The Materialist-Spiritualist axis looks at whether the unknowns of the universe can be explained by science or the existence of something greater.
  • The Militarist-Pacifist axis looks at whether the empire's military should be used offensively or strictly defensively.
  • The Xenophile-Xenophobe axis looks at whether alien species and cultures should be embraced or distrusted.
Fanatic Spiritualist.png Fanatic Spiritualist
  • Unity.png +20% Monthly Unity
  • Mod country edict influence cost.png −10% Edict Cost
  • Menu icon policies and edicts.png Can use the Veneration of Saints edict
Menu icon policies.png Principles
  • Can build Temple buildings
  • Cannot use Full AI Rights policy
Fanatic Militarist.png Fanatic Militarist
  • Influence.png −20% Claim Influence Cost
  • Mod ship fire rate mult.png +20% Ship Fire Rate
Menu icon policies.png Principles
Fanatic Xenophobe.png Fanatic Xenophobe
  • Mod country starbase influence cost mult.png −40% Starbase Influence Cost
  • Mod pop growth req.png +20% Pop Growth Speed
  • Menu icon policies and edicts.png Can use the Fear Campaign edict
Menu icon policies.png Principles
  • Can Purge and Displace aliens
  • Can enslave aliens
  • Decreased Opinion with alien empires
  • Cannot give aliens Full Citizenship
  • Cannot allow aliens Full Military Service
  • Cannot use Refugees Welcome species policy
Spiritualist.png Spiritualist
  • Unity.png +10% Monthly Unity
  • Mod country edict influence cost.png −5% Edict Cost
  • Menu icon policies and edicts.png Can use the Veneration of Saints edict
Menu icon policies.png Principles
  • Can build Temple buildings
  • Cannot use Full AI Rights policy
Militarist.png Militarist
  • Influence.png −10% Claim Influence Cost
  • Mod ship fire rate mult.png +10% Ship Fire Rate
Menu icon policies.png Principles
Xenophobe.png Xenophobe
  • Mod country starbase influence cost mult.png −20% Starbase Influence Cost
  • Mod pop growth req.png +10% Pop Growth Speed
  • Menu icon policies and edicts.png Can use the Fear Campaign edict
Menu icon policies.png Principles
  • Can Purge and Displace aliens
  • Can enslave aliens
  • Decreased Opinion with alien empires
  • Cannot give aliens Full Citizenship
  • Cannot allow aliens Full Military Service
  • Cannot use Refugees Welcome species policy
Fanatic Authoritarian.png Fanatic Authoritarian
  • Influence.png +1 Monthly Influence
  • Mod pop resource output.png +10% Worker Output
  • Menu icon policies and edicts.png Can use the Information Quarantine edict
Menu icon policies.png Principles
  • Allows Stratified Economy Living Standards
  • Can enslave aliens
  • Must use ImperialAuth dictatorial.png Autocratic authority
Authoritarian.png Authoritarian
  • Influence.png +0.5 Monthly Influence
  • Mod pop resource output.png +5% Worker Output
  • Menu icon policies and edicts.png Can use the Information Quarantine edict
Menu icon policies.png Principles
  • Allows Stratified Economy Living Standards
  • Can enslave aliens
  • Cannot reform into or start with Auth democratic.png Democratic authority
Gestalt consciousness.png Gestalt Consciousness
  • Mod country war exhaustion.png −20% War Exhaustion Gain
  • Influence.png +1 Monthly Influence
  • No.png Cannot change ethics
Menu icon policies.png Principles
  • Cannot reform into or start with any Auth democratic.pngAuth oligarchic.pngAuth dictatorial.pngImperial default or Auth corporate.png corporate authority
  • Can use the Indiscriminate Orbital Bombardment policy
  • Factions cannot form
  • Native Pops are not affected by happiness
  • Native Pops cannot survive in empires with a different authority
  • Non-native Pops cannot survive in Gestalt Consciousness empires
  • Can use the No Retreat War Doctrine
  • Pops use Menial Drone and Complex Drone strata
Egalitarian.png Egalitarian
  • Mod pop happiness.png +25% Faction Influence Gain
  • Mod pop resource output.png +5% Specialist Output
  • Menu icon policies and edicts.png Can use the Encourage Political Thought edict
Menu icon policies.png Principles
  • Allows Utopian Living Standards
  • Cannot reform into or start with ImperialAuth dictatorial.png Autocratic authority
Fanatic Egalitarian.png Fanatic Egalitarian
  • Mod pop happiness.png +50% Faction Influence Gain
  • Mod pop resource output.png +10% Specialist Output
  • Menu icon policies and edicts.png Can use the Encourage Political Thought edict
Menu icon policies.png Principles
  • Allows Utopian Living Standards
  • Must use Auth democratic.png Democratic authority
Xenophile.png Xenophile
  • Trade value.png +10% Trade Value
  • Envoy.png +1 Available Envoys
  • Menu icon policies and edicts.png Can use the Land of Opportunity edict
Menu icon policies.png Principles
  • Increased Opinion with alien empires
  • Cannot use No Refugees species policy
  • Cannot Displace aliens
Pacifist.png Pacifist
  • Empire sprawl.png −15% Empire Sprawl from Pops
  • Stability.png +5 Stability
  • Menu icon policies and edicts.png Can use the Peace Festivals edict
Menu icon policies.png Principles
Materialist.png Materialist
  • Mod pop robot upkeep mult.png −10% Robot Upkeep
  • Mod country all tech research speed.png +5% Research Speed
Menu icon policies.png Principles
  • Allows Academic Privilege living standards
  • Cannot use AI Outlawed policy
  • Cannot use Robotic Workers Outlawed policy
Fanatic Xenophile.png Fanatic Xenophile
  • Trade value.png +20% Trade Value
  • Envoy.png +2 Available Envoys
  • Menu icon policies and edicts.png Can use the Land of Opportunity edict
Menu icon policies.png Principles
  • Increased Opinion with alien empires
  • Cannot use No Refugees species policy
  • Cannot Displace aliens
Fanatic Pacifist.png Fanatic Pacifist
  • Empire sprawl.png −30% Empire Sprawl from Pops
  • Stability.png +10 Stability
  • Menu icon policies and edicts.png Can use the Peace Festivals edict
Menu icon policies.png Principles
Fanatic Materialist.png Fanatic Materialist
  • Mod pop robot upkeep mult.png −20% Robot Upkeep
  • Mod country all tech research speed.png +10% Research Speed
Menu icon policies.png Principles
  • Allows Academic Privilege living standards
  • Cannot use AI Outlawed policy
  • Cannot use Robotic Workers Outlawed policy

Pop ethics[edit]

Each pop in an empire will embrace a single, moderate ethic, which determines the Faction a pop will eventually join. At the start of the game the population's ethics will match the empire ethics but as an empire grows its population will become more diverse in its views and wants. Each ethic has an attraction value for each pop in an empire depending on both the empire's situation and their own situation.

Over time, the ethics of the pops will drift in such a way that it roughly matches the overall attraction of that value. For example, if the materialist attraction sits at 10% for decades, it's likely that after that time, around 10% of all pops will be materialist. There is some random factor so it's likely never going to match up perfectly, but the system is built to try and go towards the mean, so the more over-represented an ethic is compared to its attraction, the more likely pops are to drift away from it and vice versa.

The following attraction factors are valid for each ethic:

  • +2 if the empire has the ethic in moderate form
  • +3 if the empire has the ethic in fanatic form
  • +2 if the empire does not have the ethic and the Faction representing it has formed
  • +0.5 if the leader of the Faction representing the ethic is the empire ruler

Each ethic has its own multitude of factors that will increase or lower its attraction.

Ethic Attraction Requirement Attraction Ethic
Authoritarian.png
Authoritarian
1.50 Member of a Hegemony Hegemony federation 1 Egalitarian.png
Egalitarian
1.50 A pop of this species is enslaved. Ignores robot Pops. 1
1.25 Pop is Decadent.png Decadent 0.50
1.25 Authority is Imperial Imperial 0.75
1.25 A pop from another biological species is enslaved. Unless a pop of this species is also enslaved. 1.50
1 Pop does not have Full Citizenship 1.25
1 Is in Defense Pact, Commercial Pact or Federation with a Egalitarian.png Egalitarian or Fanatic Egalitarian.png Fanatic Egalitarian Empire 1.50
1 Any non-subject Egalitarian.png Egalitarian or Fanatic Egalitarian.png Fanatic Egalitarian Empire has migration access 2.00
0.75 Authority is Auth democratic.png Democratic 1.25
0.75 Pop has social welfare, utopian or shared burden living standards 1.25
Materialist.png
Materialist
2.00 Pop is a robot 0.25 Spiritualist.png
Spiritualist
1.50 Member of a Federation research.png Research Cooperative federation 1
1.50 Pop is Trait cybernetic.png Cybernetic 1
1.33 Research Agreement with a Fanatic Materialist.png Fanatic Materialist or Materialist.png Materialist 1
1.25 Citizen Rights Artificial Intelligence policy 0.75
1.25 Origin is Origins mechanist.png Mechanist 1
1.25 Pop is not a robot but Robot pops live on the planet 1
1.25 Pop has trait Natural Engineers.png Natural Engineers 1
1.25 Pop has trait Natural Sociologists.png Natural Sociologists 1
1.25 Pop has trait Natural Physicists.png Natural Physicists 1
1 Has Tech psionic theory.png Psionic Theory technology 1.25
1 Has Mind Over Matter ascension perk 1.50
1 Has Transcendence ascension perk 1.50
1 Has defense pact, commercial pact or Federation with a Fanatic Spiritualist.png Fanatic Spiritualist or Spiritualist.png Spiritualist 1.50
1 Is Subject of a Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist empire 2.00
1 Non-Subject Fanatic Spiritualist.png Fanatic Spiritualist or Spiritualist.png Spiritualist Empire has migration access 2.00
0.00 Pop has Job priest.png Priest or Job priest.png High Priest job 1
Militarist.png
Militarist
3.00 Planet is occupied 1 Pacifist.png
Pacifist
2.00 Pop has citizen rights or can be military leader and is in a war 1
2.00 Pop has citizen rights or can be military leader and has recently lost a war 1
1.50 Pop has citizen rights or can be military leader and a neighbor is hostile, domineering or a rival 0.50
1.50 Member of a Federation military.png Martial Alliance federation 1
1.25 Another empire controls a planet you were the original owner of 1
1.20 Pop is Very Strong.png Very Strong 1
1.10 Pop is Strong.png Strong 1
1 Has Civic fanatic purifiers.png Fanatic Purifiers civic 0.50
0.75 Has been at peace for over 20 years (After year 2250) 1.33
0.75 Has been at peace for over 40 years (After year 2250) 1.33
0.75 Has been at peace for over 60 years 1.33
0.75 Has been at peace for over 80 years 1.33
0.75 Has been at peace for over 100 years 1.33
0.75 Pop is Weak.png Weak 1.10
0.33 Has Civic inwards perfection.png Inwards Perfection civic 1.50
Xenophile.png
Xenophile
2.00 Pop is not enslaved and a sapient free alien pop is on the world 0.50 Xenophobe.png
Xenophobe
2.00 Pop is an alien, does not have full citizenship and is not enslaved 1
1.50 Allows alien leaders 0.75
1.50 Non-subject alien empire has migration access 0.75
1.50 A Charismatic.png charismatic alien pop is on the world 1
1.33 In a defensive pact, commercial pact or Federation with an alien empire 1
1 A Repugnant.png Repugnant alien pop is on the world 1.50
1 Pop is not enslaved but an alien is enslaved on the world 2.00
1 In a defensive war against an alien empire 3.00
0.50 Has Civic inwards perfection.png Inwards Perfection civic 1.50
0.50 An alien empire has enslaved a pop of the empires primary species 2.00
0.33 Has Civic fanatic purifiers.png Fanatic Purifiers civic 1.50
0.25 An alien empire has committed genocide on the empire's primary species 4.00

Governing Ethics Attraction[edit]

Governing Ethics Attraction is a modifier that attracts Pops towards the primary ethics of an empire rather than unrelated ethics. As the Factions corresponding to the governing ethics tend to have more Faction Approval having Pops match those ethics to join those Factions is desirable. The main factor that determines Governing Ethics Attraction is the Mod pop happiness.png Happiness of Pops. In addition an empire's Governing Ethics Attraction can be affected by the following:

Source Effect
Empire capital.png Empire Capital +100%
Menu icon policies and edicts.png Hearts and Minds ambition edict +100%
Ap one vision.png One Vision ascension perk +50%
Menu icon policies and edicts.png Information Quarantine edict +50%
Conformists.png Conformists species trait +30%
Diplomatic stance isolationist.png Isolationist diplomatic stance +25%
Tradition harmony the greater good.png The Greater Good harmony tradition +25%
Sb deep space black site.png Deep Space Black Site starbase building +25%
Trait primitive.png Conservative species trait +25%
Leader trait psionic chosen one.png Chosen One ruler trait +20%
Federations Full Circle empire modifier +20%
Leader trait psionic leader.png Psychic ruler trait +10%
Federations Spurred by the Past empire modifier +10%
Deviants.png Deviants species trait −15%
Building Disinformation Center branch office building −50%

Ethics change[edit]

Empire ethics can be changed once every 20 years by embracing a faction. You will also receive a notification if another empire does so. Embracing a faction causes an ethic shift to the faction's ethic, having it added or promoted into fanatic if you have it. Other ethics gets demoted or removed to keep the total ethic points the same as before, using the following rule:

Situation Example
Ethics Shifts to Result
Shifting to a new ethic Fanatic Militarist.pngMaterialist.png Authoritarian.png Militarist.pngMaterialist.pngAuthoritarian.png
Militarist.pngMaterialist.pngUnknown.png
Shifting to an existing ethic Militarist.pngFanatic Materialist.png Militarist.png Fanatic Militarist.pngMaterialist.png
Militarist.pngMaterialist.pngUnknown.png
Shifting to an opposite ethic Fanatic Militarist.pngMaterialist.png Pacifist.png Pacifist.pngFanatic Materialist.png
Militarist.pngFanatic Materialist.png
Militarist.pngMaterialist.pngUnknown.png Pacifist.pngMaterialist.pngUnknown.png
Unknown.png means the ethic with the lowest attraction

One way to ensure an ethic has the lowest attraction and will be removed is to suppress it and promote other factions with the game paused, shift ethics and then undo the suppression and promotions before unpausing.

References[edit]


Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs