Factions

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 2.0.

This article is for the PC version of Stellaris only.
Just like Ethics shift will never be one-sided in individualist empires, factions will always form.

In order to represent the struggles an empire will face in attempting to maintain control over a diverse population, Stellaris includes a system where units of an empire's population can support factions. Factions are political parties and took over nearly all the Pop happiness modifiers.

Note: Factions are disabled for Gestalt consciousness.png Gestalt Consciousness empires.

Pops supporting Factions

Only Pops that are fully sentient can support factions. For the exact requirement for supporters see below. A pop can only support one Faction. Common lockout conditions are slavery and purge, however, either option will cause a rather high level of Unrest by itself, making it a "de facto" Faction that is likely always unhappy. Species with Residency only contribute a fraction of the regular amount of support for factions they are part of.

Every Ethic has at least one Faction and every eligible pop of that Ethic may support it. This is very positive if the faction is happy but can lead to massive Unrest if it is unhappy.

As a Pop has to have the fitting Ethics to support a Faction, Ethics attraction plays a major role in Faction strength and distribution. Both systems interact to a degree.

Remember: First Ethics, then (maybe) Faction support.

Faction Properties

Factions screen

Every faction has all of these properties. Happiness and size/support are usually the most important figures to keep in mind.

Type/Ethic

There is at least one Faction for every Ethic. However, there might be multiple Factions for some Ethics to better allow divergent playstyles (a militant and pacifist Xenophobe Faction, is the original canonical example).

Happiness

Each Faction has a Happiness Rating. This is derived from its issues, with a major modification if the Faction is suppressed or supported.

Faction Happiness is the base happiness for every supporting Pop. As such, an unhappy Faction with a lot of supporters will cause considerable Unrest, while happy Factions with a lot of supporters will cause happiness derived production bonuses. Starting with 60% Happiness a faction will also produce Influence (see Effects).

Size

How many Pops currently support that Faction. Happy Factions should ideally contain 100% of the population. This and Happiness will directly translate to Unrest across the Empire as well as the Faction Effects.

Attraction

How many Pops in the Empire could support this Faction (meet all the requirements).

Ideally, size and Attraction are equal at all times for Happy Factions. If attraction is higher, that either means some Pops that could join this Faction did not do so yet (they might have just recently converted) or are tied up in another Faction. There is currently no known case of Conflicting Factions - even Isolationist/Supremacist Xenophobes are clearly divided by species lines unless the empire is Pacifistic.

This is not to be mistaken with Ethics attraction.

Issues

Issues directly translate to happiness: the more issues that are Fulfilled, the happier the Faction. By their nature opposing Ethic Factions have opposing issues, making it impossible to make all Factions happy. An issue can be either fulfilled or not fulfilled. In either case, it might produce a happiness penalty (red), a happiness bonus (green) or be neutral (yellow). Many issues have requirements before they can appear, making it sometimes hard to know what will please a faction beforehand.

As they can only have two states, issues come in a few common shapes that can each only have two of the above states:

  • Positive issues will be green if fulfilled, yellow if not fulfilled.
  • Negative issues will be red if not fulfilled, yellow if fulfilled.
  • Extreme issues will be red if not fulfilled, green if fulfilled.
  • Timed issues belong into one of the above, but rely on having a timed country flag.
  • Stacking issues are a set of Positive issues. There are 2 or more "levels" to fulfilling these issues. Usually, the higher level is the same basic mechanic/check, but with a higher threshold. Fulfilling one level will unlock the next one (i.e., being 10, 20 and 50 years at peace; having 1, 3 or 5 Non-Aggression Pacts with neighbors). The levels will usually provide +2%, +3% and +5% happiness which will stack for a total of +5% or +10%. However, sometimes unrelated issues share these numbers too.

Effects

A pleased Faction will produce Influence.png Influence for the empire, depending on the Happiness of the Faction and which percentage of the population supports the Faction.

A faction needs at least 60% Happiness to provide Influence for the Empire, at which point the base gain is 2 Influence base. This can be increased to 3 by The Living State technology. This base value is then multiplied by the support. Higher happiness will not produce more Influence (confirmed up to 95%).

i.e. a 60% Happy Faction with their Ethic being embraced by 90% of the pops, but only 66% in support of the Faction, will provide 2 Base Influence times 66% = 1.32 Influence.

This can be modified upwards drastically by Egalitarian.png Egalitarian Ethics and Civics.

Leader

Every Faction has a leader. That one will be drawn randomly from the Leaders already hired or hire-able in the empire, but often with weighting towards certain leader classes and towards/against Xenos. Rulers can become the Leaders of Faction or already be before they become Ruler. If the Ruler of the Empire is also the Leader of a Faction, the Attraction for the Faction and the Factions Ethics will also increase.

Actions

Actions the player can do to deal with the Faction:

  • Embrace Faction this allows the player to change their empire Ethics one step towards that Faction's Ethics. The action is expensive (500 Influence.png influence), has a 10-year lockout, requires at least 20% Faction support. It will make this Faction Happy (+20%) but all others Unhappy (-10%).
  • Suppression this allows the player to suppress the Ethic behind the Faction, which will, in the long run, eliminate that Faction. This costs 1 Influence per month and makes all related Factions unhappy. It will stop if the Faction is eliminated.
  • Support this allows the player to increase Attraction for the Factions Ethics. This can be used both to promote the governing ethics or to prepare for an ethics switch. Supporting a faction costs 2 Influence.png influence per month.

Factions

For any of the Terms used, please see Game Terms.
  • Guiding Ethics: The Primary Ethics of the Faction. A Faction can have only one Guiding Ethics.
  • Requirement: Requirements are same for all Factions:
    • >10 years passed
    • Encountered another species
    • Not having Gestalt consciousness.png Gestalt Consciousness Ethic
    • There is an unknown number of (possible) supporters needed to spawn and maintain the faction (used to be 5 and 1)
  • Supporter Requirements: Which requirements a pop must meet, in order to be able to support this Faction. Standing requirements for all Factions are:
    • Not being Enslaved
    • Not being a shackled Robot
    • Not being Purged
    • Not Suffering from Culture Shock
    • Not having the Nerve Stapled.png nerve stapled Trait
    • Having the Leading Ethic of the Faction
    • Only additional requirements and exceptions will be listed below
  • Attraction: How attractive the Faction is to join (as opposed to an equally eligible Faction). Base values are: 100. x1.25 if Leader is Ruler. x0.75 if no Leader. Only Additional cases and exceptions will be listed below.
  • Leader: How the weighting for choosing the Faction Leader works. The base value is 100 with an Exclusion for Event Leaders

Totalitarian

Faction icons totalitarians icon
Totalitarian Factions desire strictly stratified societies led by a single strongman or an authoritative cabal. They dislike equal rights, and like slavery.
  • Guiding Ethics: Authoritarian.png Authoritarian
  • Additional Supporter Requirements: none
  • Attraction: 150 base. x1.25 if Leader is Ruler. x0.75 if no Leader. x0.25 if Xeno[1]
  • Leader: 100 Base
Issue Possibility Fulfillment Yes.png No.png
Autocracy Not Auth democratic.png Democratic Authority Imperial Imperial or Auth dictatorial.png Dictatorial Authority +5 0
Anti-Democratic not Imperial Imperial or Auth dictatorial.png Dictatorial Authority Not Auth democratic.png Democratic Authority 0 -15
Stratified Society Always Either of the following:
  • Any pop under caste System or Caste System Residency
  • Both Pops with and without Full Citizenship
  • Any Pop under Full Slavery
  • Any Pop being purged
+5 –10
Elitism Tech capacity boosters.png Capacity Boosters tech or Tech selected lineages.png Selected Lineages tech Technology Using the Polices for either Technology +3 –5
Regional Governance Any Sector besides Core Sector Every non-Core Sector has a leader +2 –5
Traditional Domination Any Tradition Unlocked Any Domination Traditions unlocked +2 –5
Extranational Authority 3+ Communications Being an Overlord +5 0
Underling Being Subject Being Subject 0 –10

Summary: An Authoritarian faction will be pleased with an either Dictatorial or Imperial government and only Democracies will provide a penalty. The maximum Faction Happiness is +22 but being the subject of another empire can make it impossible to get +10 as they receive a penalty from Underling and cannot fulfill the requirement for Extranational Authority.

Progressive

Faction icons progressives icon
Progressive Factions desire the advancement of individual rights and representative forms of government.
  • Guiding Ethics: Egalitarian.png Egalitarian
  • Additional Supporter Requirements: none
  • Attraction: 150 Base. x1.25 if Leader is Ruler. x0.75 if no Leader. x0.25 if not Owner Species [1]
  • Leader: 100 Base. x0 for Ruler Class Leaders in Imperial Authority empire
Issue Possibility Fulfillment Yes.png No.png
Anti-Autocratic Always Neither Imperial nor Dictatorial Authority +5 –15
Free Movement Encountered another Species All of:
  • Core Worlds not Restricted or not encountered another species
  • No Pop that is under Migration Control (other than Pre-sentient species, Slaves, Purgees or Shackled Robots)
  • Resettlement not allowed
+3 –10
Reproductive Freedom Always No Pop has population Controls enabled +2 –10
Anti-Caste Always No pop under Caste System or Caste System Residency +5 –15
Born Equal Tech capacity boosters.png Capacity Boosters or Tech selected lineages.png Selected Lineages technologies Leader Enhancement Policy is not Selected Lineages or Capacity Boosters +5 –5

Summary: Up to +20 bonus, but past +15 requires Research to unlock. Egalitarian Ethics are relatively hard to avoid in any empire but can be easy to maintain, especially in a single-species empire.

Supremacist

Faction icons supremacists icon
Supremacist Factions desire complete dominance for the Empire's founding species. They want policies that benefit their own species and disadvantages other species.
  • Guiding Ethics: Xenophobe.png Xenophobe
  • Additional Supporter Requirements: Primary Species and Empire not Pacifist.png Pacifist
  • Attraction: default
  • Leader: 100 Base. x0.5 if Scientist. x0 if Xeno. x0 if buildable Robot Pop.
Issue Possibility Fulfillment Yes.png No.png
Same Species Ruler Does not have the Fanatical Purifier Civic Has a Ruler and Ruler is not Xeno 0 –20
SUPREMACIST_ISOLATIONIST_NO_FEDERATION 1+ Communications Not being in a Federation 0 –25
Invasive Xeno Studies Does not have the Fanatical Purifier Civic. Has a relationship with a Pre-FTL Species Full Interference Policy Flag +5 –10
Xenos Disenfranchised Does not have the Fanatical Purifier Civic. Has any Xeno pop (excluding Robot, Pre-Sentient or Purgee) in empire Xeno Pop does not have Full Citizenship (Robots and Pre-Sentients excluded) +5 –15
No Immigration Does not have the Fanatical Purifier Civic. 3+ Communications Any Default Empire has Migration access (including owner species) 0 –15
Core World Exclusivity Does not have the Fanatical Purifier Civic. More than 1 Species. Any Xeno pop is not a Robot Core Worlds Population policy "Citizen and Slaves" or "Citizen only" +5 –10
Asserting Dominance Does not have the Fanatical Purifier Civic. Any Relation is a Default Empire, has Communication and is not in a Federation with Empire Entered war as Attacker Flag +10 0
Fanatical Purifiers Has Fanatical Purifier Civic Has Fanatical Purifier Civic +10 0
Genetic Purity / Racial Impurity has Tech gene tailoring.png Gene Tailoring or Tech gene expressions.png Targeted Gene Expressions Technology No pop is of Owner Species base species, but not the same Subspecies +5 –5
Giant Massacre Host has Leviathans DLC and has seen a Leviathan. Kill a Leviathan +10 0

Summary: The aggressive Xenophobe Faction manifests itself in two ways: If you are a Fanatical Purifier or if you are not. Most issues are unavailable to Fanatical Purifiers, who receive only a flat +10 bonus instead. Only the Genetic Purity and Leviathan Slaying conditions are shared, giving Fanatical Purifiers a max +25 modifier while non-Fanatical Purifiers get a +40 max bonus.

If the empire is a Pacifist.png Pacifist this Faction will not spawn due to a lack of supporters - instead, all Xenophobic pops will join the Isolationist one. In non-Pacifist empires, Xenophobic pops will be split between Supremacist (Owner Species) and Isolationist (Xeno) Factions.

Isolationist

Faction icons isolationists icon
Isolationist Factions desire isolation, seeking to have as few dealings with other Empires as possible - save for Non-Aggression Pacts. They dislike wars of aggression as well as being seen as an easy target.
  • Guiding Ethics: Xenophobe.png Xenophobe
  • Additional Supporter Requirements: Pop is either Xeno or Empire is Pacifist.png Pacifist
  • Attraction: default; x1.5 if Xenophobe. x0.25 if Militarist
  • Leader: default
Issue Possibility Fulfillment Yes.png No.png
Stalwart Defense Communication with a non-Vassal Default Empire Not having Unrestricted War Flag +5 –15
ISOLATIONIST_NO_AGGRESSIVE_WAR 3+ Communications. On attacker Side of any War Is neither attacker in a war, nor joined one as an defender 0 –10
SUPREMACIST_ISOLATIONIST_NO_FEDERATION 1+ Communication Not being in a Federation 0 –25
Restricted Movement 3+ Communications Neither a Migration Pact with another Empire nor refugees allowed 0 –10
Non-Aggression Pact 3+ Communications 1+ Non-Aggression pact with Neighbors +2 0
Non-Aggression Covenant 3+ Communications, 1 Non-Aggression pact with Neighbors 2+ Non-Aggression pacts with Neighbors +3 0
Non-Aggression Protocol 3+ Communications, 2 Non-Aggression pacts with Neighbors 3+ Non-Aggression pacts with Neighbors +5 0
Peace 1+ Communications > 9 years of peace +2 0
Extended Peace 1+ Communications, > 9 years of peace > 24 years of peace +3 0
Peace Everlasting 1+ Communications, > 24 years of peace > 49 years of peace +5 0

Summary: The Pacifist Xenophobe Faction can frequently be more pacifist than Pacifist factions themselves. If the Empire is not Pacifist, only Xenophobe Xenos can join this Faction - the primary species is excluded. This can cause problems for conquering Xenophobes that are not enslaving or purging all Xenos.

The Happiness bonus goes up to +25, but 10 of that is a waiting game ruined by any war declarations. Additionally, getting enough neighbors to fulfill the Non-Aggression pact tasks can be dependent on a lucky spawn location or serious expansion. While the faction has no penalty for a Liberation war policy, the Faction is unhappy with anything but purely defensive warfare.

Xenoist

Faction icons xenoists icon
Xenoist Factions desire greater value be put on alien life and culture. They like Non-Aggression Pacts and a diverse population, among other things. They dislike Slavery and political isolation.
  • Guiding Ethics: Xenophile.png Xenophile
  • Additional Supporter Requirements: none
  • Attraction: 150 Base. x1.25 if Leader is Ruler. x0.75 if no Leader. x2 if Xeno
  • Leader: 100 Base. x0.5 if Scientist. x2 if Xeno
Issue Possibility Fulfillment Yes.png No.png
Indirect Xenology Any relation is Primitive Type Native Interference policy is set to Passive Study +5 –10
No Alien Slaves Any Xeno pop (not Robot or pre-sapient) Either slavery not allowed or no Xeno pop is under Full Slavery (Caste variants Allowed; robots and pre-sapient excluded) 0 –20
No Purge Policy Always Any Xeno pop is under purge (Robot pop and Hivemind Pops excluded) 0 –10
Multicultural Society 4+ Communications. 1+ Xeno Pop 4+ Species in Empire +5 0
All Refugees Welcome Communication with 1+ Default Empire Refugees Allowed Policy Flag +3 –5
Enclaves Incorporated Contact with any Enclave Country Enclave Station within Borders +5 0
Recent Uplift Tech epigenetic triggers.png Epigenetic Triggers Technology Uplifting a species (stay fullfilled for 20 years) +10 0
Recent Enlightenment Owning a observation post or having recently Enlightened recently Enlightened +10 0
Diplomatic Traditions Any Tradition Unlocked Any Diplomacy Tradition unlocked +3 0
Pre-Sentient Survival Policy Flag pre_sapients_allow or pre_sapients_purge Policy Flag pre_sapients_allow 0 –5
Landgrab Objections encountered_first_primitive country flag not recent_primitive_invasion country flag 0 –15
Federated 4+ Communications Being in Federation +10 0
XENOIST_RECENT_COMMS Any Default, Fallen or Awakened Fallen empires does not have communications recent_comms_timed country flag +5 0

Summary: The maximum bonus for Xenophile Factions is +56, making it the only faction where a >100% happiness is hypothetically possible (although the game will not allow this). Nearly half of the maximum bonus is dependent on timed flags, however, which can provide up to +25. Uplifting or Enlightening the last Primitives will remove the +5 bonus from Indirect Xenology, however.

Imperialist

Faction icons imperialists icon
Imperialist Factions desire dominance over other Empires. They like Rivalries and conquering other Empires, and dislike relying on others.
  • Guiding Ethics: Militarist.png Militarist
  • Additional Supporter Requirements: none
  • Attraction: default; x1.25 with Citizenship Rights
  • Leader: default
Issue Possibility Fulfillment Yes.png No.png
Aggressive Diplomacy Communication with a non-Vassal Default Empire Unrestricted War policy Flag 0 –30
Subjugation Communication with a non-Vassal Default Empire Timed flag from getting Ownership of a planet (remains fulfilled for 10 years; other transfers excluded) +10 0
SUPREMACIST_FANATIC_PURIFIERS Has valid Fanatic Purifier Civic Always +5 0
IMPERIALIST_SUPREMACY_TRADITION Any Traditions unlocked Having Adopted Supremacy +2 –5
Local Rivalry 3+ Communications; Not valid Fanatic Purifier Civic 1 Neighboring Rival +2 0
Neighborhood Rivalries 3+ Communications; 1+ Neighboring Rival; Not valid Fanatic Purifier Civic 2 Neighboring Rivals +4 0
Galactic Nemeses 3+ Communications; 2 Neighboring Rivals; Not valid Fanatic Purifier Civic 3 Neighboring Rivals +6 0
Imperial Hegemony 3+ Communications; Not valid Fanatic Purifier Civic Being an Overlord +5 0
Leviathan Slayer Host has Leviathans DLC; Contact with any Guardian Country Killed a Guardian Flag +10 0

Summary: Imperialist factions function as a Militarist path that requires frequent warfare and many rivalries and subjects in order to please. 2.0 saw numerous changes to underlying mechanics making +10 harder to maintain but Federations are in turn no longer a lockout. Overlord/Fanatic Purifier, Tradition and 2 Rivalry are need to get past +10.

Prosperity

Faction icons prosperity icon
Prosperity Factions desire economics growth and the acquisition of resources. They like energy credits and strategic resources, and they dislike armed conflicts that disrupt internal development.
  • Guiding Ethics: Pacifist.png Pacifist
  • Additional Supporter Requirements: non-Fanatic Pacifist.png Pacifist only
  • Attraction: Default. x1.5 if either Pacifist. x1.25 if not Owner Species [1]
  • Leader: 100 Base. x0 for Admirals and Generals
Issue Possibility Fulfillment Yes.png No.png
Solid Liquidity Owns a Planet beyond their Capital World >2999 Energy Credits.png energy stored +5 0
Strategic Resource Acquisition Always Own 1+ unique Strategic Resources +3 0
Strategic Resource Control Own 1+ unique Strategic Resources Own 5+ unique Strategic Resources +4 0
Strategic Resource Domination Own 5+ unique Strategic Resources Own 10+ unique Strategic Resources +5 0
Keep the Peace Always Not being at War +5 –10
Traditional Prosperity Any Tradition Unlocked Any Prosperity Tradition unlocked +2 –5
Nonviolence 3+ Communications Neither entered war as Attacker Flag nor is on the side of Attackers in a war 0 –25

Summary: Prosperity Factions can provide a +24 Bonus, but Liquidity can be very hard to acquire in the early game. Additionally, obtaining enough Strategic Resources to fulfill their demands can also be challenging as they require considerable expansion and research or trade to obtain.

Technologist

Faction icons technologists icon
Technologist Factions desire an Empire-wide embrace of scientific progress and the fruits of technological advancement. They dislike politically-motivated bans on certain avenues of research, as well as being outpaced by other Empires. They like Research Treaties, being more technologically more advanced than other Empires, and the practicable use of AI technology.
  • Guiding Ethics: Materialist.png Materialist
  • Additional Supporter Requirements: not Spiritualist.png Spiritualist. Either Materialist.png Materialist or Robot Pop
  • Attraction: 150 Base. x1.25 if Leader is Ruler. x0.75 if no Leader. x2 if Robot Pop
  • Leader: default
Issue Possibility Fulfillment Yes.png No.png
AI Allowed Empire can set Robot or AI Policies Empire has not outlawed Robots or AI +5 –15
Bleeding Edge Contact with any default Empire. Neither Vassal nor Enlightened Primitve No Default Empire with communications is more than Equivalent in Technology +5 –5
Science Without Borders 3+ Communications 3+ Research Agreements +5 0
Synth Envy Any Communication has Pops with Trait mechanical.png Mechanical or Trait cybernetic.png Cybernetic Traits in their empire Have Pops with Trait mechanical.png Mechanical or Trait cybernetic.png Cybernetic Traits in your empire 0 –10
Traditions of Discovery Any Tradition Unlocked Any Discovery Tradition unlocked +2 –5
Secret Knowledge Fallen Empire gift Data Cache or Curator Insight Modifiers Fallen Empire gift Data Cache or Curator Insight Modifiers +5 0

Summary: This faction has a maximum bonus of +22 and outlawing robotic workers or AI can dramatically hurt this Faction's happiness.

Robot Pops of any Ethic except Spiritualism can join this Faction which puts this Faction into direct competition with almost every other Faction in an empire with Robotic Pops.

Traditionalist

Faction icons traditionalists icon
Traditionalist Factions desire a return to traditional values that may or may not have existed at some point before the Empire took to the stars. They like austerity and dislike certain technological advancements and non-spiritualist values.
  • Guiding Ethics: Spiritualist.png Spiritualist
  • Additional Supporter Requirements: Not a Robot Pop
  • Attraction: 150 Base. x1.25 if Ruler is Leader. x0.75 if no Leader.
  • Leader: 100 Base. x0 if Robot Pop
Issue Possibility Fulfillment Yes.png No.png
Life Organic / Empty Shells Can set Robot Worker Policy Robots outlawed 0 –5
TRADITIONALIST_NO_ROBOT_RIGHTS Can set AI policy not AI Servitude 0 –10
No Synth Rights Can set AI policy not AI Full rights 0 –20
Pious Polity / Secular State Always Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist Empire Ethic +5 –5
Unhallowed Ground Surveyed Trait pc nuked preference.png Tomb World. Not Tomb World start Civic No Colony on a Trait pc nuked preference.png Tomb World. No Tomb World within Borders being terraformed 0 –10
TRADITIONALIST_GAIA_WORLDS Surveyed Trait pc gaia preference.png Gaia World Declare a Holy World +5 0
Blessedly Unblissed Tech subdermal stimulation.png Subdermal Stimulation Technology No Pop under Chemical Bliss Living Standards 0 –5
Psionic Pursuit Host has Utopia DLC. Any Ascension Perk or Ascension Perk Slot unlocked Has Ascension Perk Mind over Matter +10 0
Flesh is Strong Having the Ascension Perk The Flesh is Weak Not Having completed the Special Project 'The Flesh is Weak' 0 –30
Homogeneity > 9% pops are Spiritualist.png Spiritualist > 24% of Pops in your empire are normal Spiritualist.png Spiritualist +5 0
Embattled Minority < 25% pops Spiritualist.png Spiritualist > 9% of Pops are Spiritualist.png Spiritualist 0 –10
Shrouded Boon Positive Shroud outcome (Boon or Success) Positive Shroud outcome (Boon or Success) +5 0
Shrouded Blight Negative Shroud outcome (Curses or Fail) Negative Shroud outcome (Curses or Fail) 0 –5
Harmonic Empire Any Tradition Unlocked Any Harmony Tradition unlocked +2 –5

Summary:

  • Being a Spiritualist empire with at least 25% of pops having the Spiritualist ethic grants a flat +10 happiness bonus. Unlocking a Harmony Tradition can raise that to +12.
  • Spiritualists dislike Robots of any kind, even more so if AI is allowed. Spiritualist Robot pops are barred from this Faction and the Materialist Faction equally, making them factionless.
  • Finding a Gaia World to declare holy is not easy. Terraforming one might be easier. But if a Spiritualist Fallen Empire is around, the chances and the effect go up drastically. However, the bonus is capped at +17 for players without the Utopia.png Utopia DLC.
  • Since the bonus from adopting Mind over Matter is greater than the penalty from a negative Shroud outcome, adopting the Psionic ascension path is the best choice for empires with large Spiritualist Factions.
  • Choosing Civic post apocalyptic.png Post-Apocalyptic allows Spiritualist Empires to derive some use from Trait pc nuked preference.png Tomb Worlds without penalty to Happiness.

References

  1. 1.0 1.1 1.2 Comment says "Should really check for citizenship instead". Might be subject to change
Game concepts