This article is for the PC version of Stellaris only.
The authority determines how power is transferred in the government. For all authority types, except hive-minded, policies such as voting rights and leadership affect who can get elected.
|Type||Effects||Description & Notes|
||Democratic governments have regular elections where all citizens can vote on who should represent them.|
|Oligarchic||Oligarchic governments are ruled by a small group of individuals that hold all political power.|
||Dictatorial governments are ruled by a single individual for life that wields absolute control over the state.|
||Imperial governments are similar to dictatorial ones, except that the throne is always inherited by a designated successor upon the ruler's death.|
||Hive minds operate as a single organism more than as a state. The population has no free will, and act as an extension of the Hive Mind itself - much like the limbs of a body.
Democratic rulers have mandates. This is a task that is to be completed during the ruler's term. If this is done, the empire receives between 80 and 175 Influence but there is no penalty if a mandate is not fulfilled. It is unclear if the "Pop has trait" checks look for the Candidates Species, the Primary Species or any species in the Empire. As of 1.5 the Ethics needs to be checked on the Empire.
These are the mandates a ruler can have, their vote weights and requirements:
|Mandate||Description||Requirements||Weight base||Weight modifiers|
|Orbital Research Mandate||Build 4 research stations.
Stations scrapped manually after start of the mandate will be deducted, but stations destroyed in space combat will not. Fulfilled instantly on reaching the necessary number.
|Space Construction Technology||20|
|Miner Mandate||Build 4 mining stations.
Stations scrapped manually after start of the mandate will be deducted, but stations destroyed in space combat will not. Fulfilled instantly on reaching the necsssary number.
|Space Construction Technology||20|
|Peacemaker Mandate||Be at peace with everyone before Term ends.||Must be at war AND be the war Leader.||20|
|Shipwright Mandate||Use at least 3/4 of Empires Naval capacity at end of term.||None||10|
|Xenopurger Mandate||Purge all aliens on a Planet.||Having Xeno Pops. Checks on End of Mandate.||20|
Oligarchic, Dictatorial and Imperial rulers have agendas. They bring an empire-wide bonus while the ruler is in power.
|Agenda||Empire Bonus||Weight factors|
|Secure the Borders||
|A New Generation|
Elections come in two kinds: Democratic and Oligarchic. The election cycle lasts 3 months. The current ruler will stay in office until the replacement is decided (if applicable).
- Democratic elections have a candidate pool close to a dozen, including at least all Faction Leaders. If not enough leaders are active, Leader Pool members are included. The one with the most support will likely win. For 50 Influence each time, support can be added to one candidate, greatly increasing his/her vote share for the current election. This support is reset when the election ends. There is some uncertainty in the voting results over projections, however.
- Oligarchic elections have a candidate pool of 4. For 200 Influence one of the candidates can be chosen instantly. Otherwise a random Leader will be chosen Ruler once the election cycle ends.
Empires can have a maximum of 2 civics at start. Researching the Galactic Administration technology unlocks a third civic slot that will be empty. The set of Civics may be replaced for a cost of 250 Influence; they then cannot be changed again for 20 years. If at any point a civic's requirements are no longer met - such as a change in empire ethics - it will become "dormant" and provide no bonus until replaced or the requirements are met again.
List of Civics
Some Civics require one of a set of Authority options, all of a set of Ethics requirements, and/or are mutually exclusive with other Civics. Unless stated otherwise, ethic requirements include their fanatic options. None of these civics can be used by Hive Minds, which have their own set of exclusive civics listed below.
|Civic||Effects||Authority Requirements||Ethic Requirements||Description|
|Police State||−20 Unrest||NOT Fanatic Egalitarian||To quash any traces of dissent, the population in this repressive society is carefully monitored and controlled by a large internal police force.|
|Environmentalist||−20% Consumer goods cost||This society seeks to co-exist in harmony with nature. Great care is taken to preserve the environment and limit consumerism where possible.|
|Cutthroat Politics||+1 Monthly influence||The political system in this society is renowned for its intrigue. Power struggles, shady backroom deals and cloak and dagger scheming are par for the course. Those who survive long enough to learn the game, however, tend to learn it well.|
|Mining Guilds||+10% Empire minerals production||Several large mining guilds have reached a dominant position in this society. The government relies heavily on their support.|
|Efficient Bureaucracy||+2 Core sector systems||This society is renowned for its efficiency. Not only do the mag-trains run on time, but the colossal bureaucratic apparatus required to run an interstellar nation has been greatly streamlined.|
|Functional Architecture||−15% Building cost||This society is renowned for its simple yet functional architecture. There are those who would refer to this building style as boring or even depressing, but in most cases, concrete does the job just as well as any other building material.|
|Imperial Cult||−33% Edict cost||Imperial|| Authoritarian
|This society has a dominant state religion where the ruler is worshipped as a living deity.|
|Beacon of Liberty||+15% Monthly unity|| Egalitarian
|This society is a shining beacon of light in a sea of darkness. Liberty and individual freedoms are held in the highest regard here.|
|Exalted Priesthood||+20% Governing ethics attraction||Oligarchic||Spiritualist||To guard against heresy, this society is ruled by a religious council consisting of the wisest and most pious members of the clergy.|
|Philosopher King||+2 Ruler skill levels|| Imperial
|It is not enough to simply rule. The Ship of State must be guided by a king that wields enough wisdom and knowledge to steer it true.|
|Meritocracy||+1 Leader skill levels
+1 (unrecognized string “leader pool size” for Template:Icon) Leader pool size
|An individual's social station or personal connections should have no bearing on their profession. The sole basis for advancement in this society is demonstrated ability and talent.|
|Citizen Service||+15% Naval capacity|| Democratic
NOT Fanatic Xenophile
|Are you doing your part? Full citizenship and the political responsibility that comes with it is limited to those who have served a tour of duty in the military. Service guarantees citizenship.|
|Technocracy||+1 Research alternatives||Materialist||To maximize efficiency, this society is governed according to the principles of science and rationality. The personal whims of an ignorant and dangerously unqualified political elite must not be allowed to interfere.|
|Idealistic Foundation||+5% Citizen pop happiness||Egalitarian||This society was founded on strong idealistic values. Whether the current government remains true to them or not, the people have not forgotten.|
|Slaver Guilds||+10% Slave food output
+10% Slave mineral output
|Authoritarian||Much of the true political power in this society rests with a number of powerful and ruthless slaver guilds. They know how to get the most out of a slave.|
|Inwards Perfection||+30% Monthly unity
|This calm and pacific society has little use for strangers who do not understand their way of life. More than anything, they would prefer to be left alone.|
|Warrior Culture||+20% Army damage
−20% Army upkeep
|Militarist||This society has developed into a hardy warrior culture. Martial prowess is valued above all else, and true glory can only be found on the field of battle.|
|Distinguished Admiralty||+8% Attack speed||Militarist||The Fleet and the Admiralty have unusually prominent roles in this society, wielding a great deal of influence in political circles. They have the pick of the litter when it comes to new military recruits.|
|Free Haven||+50% Migration attraction||Xenophile||This society has a well-earned reputation as a free haven. The tired, the poor, the huddled masses yearning to breathe free - all are welcome here, regardless of their species or origin.|
|Corporate Dominion||+10% Empire energy generation||Oligarchic||Not Xenophobe||This society is dominated by a megacorporation that has completely supplanted the role of the state.|
|Agrarian Idyll||+1 Unity production for farms|| Pacifist
|A simple and peaceful life can often be the most rewarding. This agrarian society has, to a large extent, managed to avoid large-scale urbanization.|
|Shadow Council||−50% Election influence cost|| Democratic
|Unbeknownst to its own citizens, this society is actually manipulated from behind the scenes by a secretive shadow council. Appearances must be kept, but the tyranny of the majority should also be guarded against. After all, what if the fools vote for the wrong candidate?|
|Parliamentary System||+50% Faction influence gain||Democratic||The parliamentary system in this society encourages a free and lively debate. Currying favor with one of the dominant political factions can prove to be quite advantageous.|
|Nationalistic Zeal||+10% Border range
+1 Maximum rivals
|Militarist||A strong sense of nationalistic pride permeates all layers of this society.|
|Aristocratic Elite||−50% Governor recruitment cost
+4 Empire leader capacity
|This society has an entrenched nobility that occupies the upper echelons of society.|
|Available only with the Utopia DLC enabled.|
Just like the Hive Mind civics, these civics are only available with the Utopia DLC.
Hive Mind Civics
|Available only with the Utopia DLC enabled.|
Hive Minds are restricted to a smaller list of civics. There are no requirements for these civics other than the obvious requirement to be a Hive Mind.
|Ascetic||-20% consumer goods cost||The Hive Mind cares little for material comforts.|
|Divided Attention||+2 core sector systems||The Hive Mind can divide its attention for maximum efficiency without losing sight of the bigger picture.|
|Natural Neural Network||+1 research alternatives||The gray matter of clustered drones provides unparalleled parallelism, accelerating the Hive Mind's exploration of the sciences.|
|One Mind||+15% monthly Unity||The Hive Mind takes care to not let its drones diverge.|
||The Hive Mind's autonomous drones frequently share knowledge through direct links, bypassing the Hive Mind's slower registry processes.|
|Strength of Legions||+20% army damage -20% army upkeep||When you do not have the educate the mind, the building of muscle becomes that much easier.|
|Subspace Ephapse||+15% naval capacity||The Hive Mind's cognitive processes exist partially in subspace, reducing the impact of time and space on the actuation of its drones.|
|Subsumed Will||+1 monthly Influence||The Hive Mind has sharpened its focus and is very capable of propagating its will even through the most autonomous of drones.|
|(unrecognized string “devouring swarms” for Template:Icon) Devouring Swarms||Our Hive Mind exists only to consume and grow stronger. We will collect all available bio-matter and evolve to consume the galaxy.|
Function and selection
Aside from defining things liker Ruler Titles, they also define which Leader classes will have a increased weight to be drawn during Oligarchic Elections. The rules are not disimilar from a AI Personality: Certain requirements must be met and every value has a weight - which can be modified by certain Factors - with the highest weighted possible one being ahead.
For example: Holy Tribunal (Oligarchinc, Exalted Priesthood Civic) > Theocratic Oligarchy (Oligarchic and Spiritualist) > Plutocratic Oligarchy (Oligarchic Authority).
A few Governments are grouped together, usually based on a shared Ethics.  However certain civics might give another Government more weight, picking a type outside of said group. This conforms roughly to the pre-1.5 Governments.
The groups are:
List of governments
|Government Type||Prerequisite Civic||Ruler Name||Description|
|Stagnant Ascendancy||Lethargic Leadership and Empire In Decline||Emperor/Empress||A stagnant form of government based on ancient traditions and long-forgotten principles.|
|Awakened Ascendancy||Revanchist Fervor and Ancient Caches of Technology||Emperor/Empress||A formely stagnant empire that has risen from its slumber and set out to reclaim their heritage.|
|Tribal Society||Secret of Fire and The Wheel||King/Queen||A society that lacks any organized government, its people instead being organized into primitive tribes and clans.|
|Feudal Realms||Landed Nobility and Flat World Theory||King/Queen||A primitive form of government made up of decentralized feudal realms, constantly vying with each other for regional dominance.|
|Fragmented Nation States||Increasing Urbanization and Atmospheric Pollution||Secretary||A collection of fragmented nation states that contend with each other for military dominance and economic advantages. No unified global government exists.|
|Curator Enclave||Ancient Preservers||High Curator||An ancient scholarly order dedicated towards the preservation of knowledge and technology.|
|Trader Enclave||Trading Conglomerate||High Trader||An interstellar conglomerate of merchants dedicated towards the pursuit of profit.|
|Artist Enclave||Artist Collective||High Artist||An interstellar union of artists unified in their wish to create art higher than any other.|
|Military Order (Sentinels)||Military order||Grand Master||A weird but apparently highly effective militaristic government type.|
|Machine Consciousness||Machine Consciousness||Core Directive||An utterly alien and bizarre system of government employed by machine civilizations.|
- Yes pacifist not xenophobe
- They can be found in Stellaris\common\scripted_triggers\00_scripted_triggers.txt