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:
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. Fullfilled instantly on reaching the nessesary number.
Requires: Space Construction Technology
- Base 20
- +20 if Egaltiarian
- +40 if Fanatic Egalitarian
- +20 if Pop is Intelligent
- +20 if Pop has any Natural X traits
- +20 if any reserach income is below 16
Build 4 mining stations. Stations scrapped manually after start of the mandate will be deducted, but stations destroyed in space combat will not. Fullfilled instantly on reaching the nessesary number.
Requiers: Space Construction Technology
- Base 20
- +20 if Materialist
- +40 if Fanatic Materialist
- +20 if Pop is industrious
- +20 if Pop is Strong (not including very Strong)
- +20 if Mineral Income is less then 20
- +20 if Mineral Storage is less then 400
- +10 "Similar Ethic". (I am incapable of undersanding the requirments. Something about Ethics being close but not quite at a certain level?
Be at peace with everyone before Term ends.
Requirements: Must be at war AND be the war Leader.
- Base 20
- +20 Pacifist
- +40 Fanatic Pacifist
- +10 not in Federation
- +30 not in Federation (Different comment, but same checks)
- +20 Xenophile
- +40 Fanatic Xenophile
- -20 Militarist
- -40 Fanatic Militarist
Use at least 3/4 of Empries Naval capacity at end of term.
- Base 10
- +10 Militarist
- +20 Fanatic Militarist
- +15 if using less then 30% of Naval Capacity
- times 2.1 if more then one Communication
Purge all aliens on a Planet
Requiremetns: Having Xeno Pops. Checks on End of Mandate
- Base 20
- +10 Militarist
- +20 Fanatic Militarist
- +30 Xenophobe
- +40 Fanatic Xenophobe.
- +30 if any Xeno has Repugnant Trait
Oligarchic, Dictatorial and Imperial rulers have agendas. They bring an empire-wide bonus while the ruler is in power.
Elections come in two kinds: Democratic and Oligrachic. The Election Cycle last 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 this and future elections. 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 choosen instantly. Otherwise a random Leader will be choosen 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
+5% Citizen pop happiness
|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||Egalitarian||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.
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:
- Generic Governments: Despotic Empire, Constitutional Dictatorship, Plutocratic Oligarchy, Representative Democracy
- Spiritualist Governments: Theocratic Monarchy, Theocratic Dictatorship, Theocratic Oligarchy, Theocratic Republic, Divine Empire, Holy Tribunal
- Militarist Governments: Star Empire, Military Dictatorship, Military Junta, Military Comissariat, Martial Empire, Martial Dictatorship, War Council, Assembly of Clans, Citizen Stratocracy, Citizen Republic
- Pacifist Governments: Irenic Monarchy, Irenic Dictatorship, Irenic Bureaucracy, Moral Democracy, Celestial Empire
- Materialsit Governments: Despotic Hegemony, Totalitarian Regime, Executive Commitee, Direct Democracy, Illuminated Autocracy, Technocratic Dictatorship, Science Directorate, Rational Consensus.
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.|
|Awaken Ascendancy||Revenchist 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.|
- They can be found in Stellaris\common\scripted_triggers\00_scripted_triggers.txt