Difference between revisions of "Policies"

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== War Philosophy ==
 
== War Philosophy ==
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{{Main|Warfare}}
 
{{Main|Warfare}}
 
War philosophy limits the type of wars an empire may initiate as well as what wargoals they can choose. War philosophy cannot be changed while at war.
 
War philosophy limits the type of wars an empire may initiate as well as what wargoals they can choose. War philosophy cannot be changed while at war.
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==Food Stockpiling==
 
==Food Stockpiling==
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The food stockpiling policy lets an empire decide on how large its food stockpile should be. Small stockpiles allow for faster population growth due to food surplus, while large stockpiles lets an empire prepare for bad circumstances.
 
The food stockpiling policy lets an empire decide on how large its food stockpile should be. Small stockpiles allow for faster population growth due to food surplus, while large stockpiles lets an empire prepare for bad circumstances.
  
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== Orbital Bombardment ==
 
== Orbital Bombardment ==
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Determines the maximum available stance of planetary bombing when orbiting enemy worlds. POPs killed by orbital bombardment lower the {{iconify|Opinion}} of every empire that is not {{iconify|Militarist}} or {{iconify|Fanatic Militarist}}.
 
Determines the maximum available stance of planetary bombing when orbiting enemy worlds. POPs killed by orbital bombardment lower the {{iconify|Opinion}} of every empire that is not {{iconify|Militarist}} or {{iconify|Fanatic Militarist}}.
  
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== Native Interference ==
 
== Native Interference ==
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Determines an empires' policy on how to interact with pre-FTL civilizations. This policy becomes available once a primitive civilization has been found.
 
Determines an empires' policy on how to interact with pre-FTL civilizations. This policy becomes available once a primitive civilization has been found.
  
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== Native Enlightenment ==
 
== Native Enlightenment ==
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Determines whether or not an empire can enlighten pre-FTL civilizations. This policy becomes available once a primitive civilization has been found.
 
Determines whether or not an empire can enlighten pre-FTL civilizations. This policy becomes available once a primitive civilization has been found.
  
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== Resettlement ==
 
== Resettlement ==
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Dictates if pops can be forcibly moved from one planet to another. The policy is not available if {{iconify|gestalt consciousness}}.
 
Dictates if pops can be forcibly moved from one planet to another. The policy is not available if {{iconify|gestalt consciousness}}.
  
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== Land Appropriation ==
 
== Land Appropriation ==
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Determines if newly acquired planets with less that 5 unpopulated tiles will have some of their non-citizen Pops removed from their land. The policy is not available if {{iconify|gestalt consciousness}}.
 
Determines if newly acquired planets with less that 5 unpopulated tiles will have some of their non-citizen Pops removed from their land. The policy is not available if {{iconify|gestalt consciousness}}.
  
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== Leader Enhancement ==
 
== Leader Enhancement ==
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Determines if technology can be used to improve leader's abilities. This policy becomes available once {{icon|selected lineages tech|21px}} Selected Lineages is researched and the effect affects already living leaders.
 
Determines if technology can be used to improve leader's abilities. This policy becomes available once {{icon|selected lineages tech|21px}} Selected Lineages is researched and the effect affects already living leaders.
  
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== First Contact Protocol ==
 
== First Contact Protocol ==
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Dictates if an empire can attack another empire before establishing communications.
 
Dictates if an empire can attack another empire before establishing communications.
  
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== Initial Border Status ==
 
== Initial Border Status ==
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Determines if borders start open or closed to other empires.
 
Determines if borders start open or closed to other empires.
  
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== Artificial Intelligence ==
 
== Artificial Intelligence ==
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Determines how much freedom an empire gives to artificial intelligence. In Synthetic Dawn synthetics in servitude may start an AI rebellion.
 
Determines how much freedom an empire gives to artificial intelligence. In Synthetic Dawn synthetics in servitude may start an AI rebellion.
  
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== Robotic Workers ==
 
== Robotic Workers ==
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Determines whether robots are allowed in an empire.
 
Determines whether robots are allowed in an empire.
  
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==Pre-Sapients==
 
==Pre-Sapients==
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A policy that determines whether an empire tolerates Pre-Sapients living on their planets or not. This policy is unlocked when a planet within the empire's borders has a Pre-Sapient pop on it.
 
A policy that determines whether an empire tolerates Pre-Sapients living on their planets or not. This policy is unlocked when a planet within the empire's borders has a Pre-Sapient pop on it.
  
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==Core Worlds Population==
 
==Core Worlds Population==
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Decides which pops are allowed on the core worlds. Prohibited pops that are already there will be forced to move to sectors or flee to other empires. This policy is unlocked when another species has been met unless starting with the {{iconify|syncretic evolution}} civic.
 
Decides which pops are allowed on the core worlds. Prohibited pops that are already there will be forced to move to sectors or flee to other empires. This policy is unlocked when another species has been met unless starting with the {{iconify|syncretic evolution}} civic.
  
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==Refugees==
 
==Refugees==
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This policy dictates the stance on accepting refugees that are fleeing from purges, displacement and persecution in other empires. This policy is unlocked when another species has been met and is not available to {{iconify|gestalt consciousness}}es unless also {{iconify|rogue servitor}}.
 
This policy dictates the stance on accepting refugees that are fleeing from purges, displacement and persecution in other empires. This policy is unlocked when another species has been met and is not available to {{iconify|gestalt consciousness}}es unless also {{iconify|rogue servitor}}.
  
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== Slavery ==
 
== Slavery ==
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Determines whether or not an empire will allow the enslavement of pops. Slaves are much better at mining and farming, but less efficient at science and energy production. This policy option only dictates if slavery is or isn't allowed, further details on which pops are to be enslaved and in what way can be managed with the [[species rights]] system. Slavery is not possible if {{iconify|gestalt consciousness}}.
 
Determines whether or not an empire will allow the enslavement of pops. Slaves are much better at mining and farming, but less efficient at science and energy production. This policy option only dictates if slavery is or isn't allowed, further details on which pops are to be enslaved and in what way can be managed with the [[species rights]] system. Slavery is not possible if {{iconify|gestalt consciousness}}.
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== Purge ==
 
== Purge ==
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Determines an empire's position on the forced removal of pops that are no longer wanted. This policy option only dictates if purging is or isn't allowed, further details on which pops are to be purgen and in what way can be managed with the [[species rights]] system.
 
Determines an empire's position on the forced removal of pops that are no longer wanted. This policy option only dictates if purging is or isn't allowed, further details on which pops are to be purgen and in what way can be managed with the [[species rights]] system.
  

Revision as of 08:22, 15 December 2017

Version

Outliner top.png
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.9.

This article is for the PC version of Stellaris only.
Policies window
See also: Species rights

Policies[1] are empire-wide laws of behavior that outline the governing precepts for how an empire will guide its expansion through the stars and its stance on certain subjects. Policies are different from edicts in that they cost nothing to implement, but have effects on how citizens and other empires are likely to view each other. Like edicts, a ten-year window applies. Once altered, a specific policy cannot be changed until a decade has passed.

Changing policies is advised as a way to mitigate faction unhappiness in large empires that have a lot of pops of different species or different ethics, besides the possibility of opening up new possible avenues of power.

Policies can be found by pressing the more button in the top left corner of the UI, and pressing on the Policies And Edicts button. Alternatively, it can be reached by pressing F6.

There are fourteen available policy categories, each with various amounts of policy options. Government ethics and sometimes civics dictate what policies are available, as well as an empire's original stance at the beginning of the game. Some policies are further restricted by technological progress; it's not possible to have a policy about robot rights when there are not sentient robots, for example.

War Philosophy

Main article: Warfare

War philosophy limits the type of wars an empire may initiate as well as what wargoals they can choose. War philosophy cannot be changed while at war.

Type Effects Description & Notes
Unrestricted Wars
  • Wars of Aggression are allowed.
  • All wargoals can be freely used.
War is a dish best served frequently, and to those who will not cook for themselves.
  • Default if not Pacifist.png pacifist or Fanatic Pacifist.png fanatic pacifist.
  • Not valid if Pacifist.png pacifist or Fanatic Pacifist.png fanatic pacifist.
Liberation Wars
  • Wars of Aggression are allowed.
  • Conquest wargoals may only be used on previously owned planets and planets with the same dominant species as the conqueror.
We must further our own interests, even when they run contrary to the interests of others.
  • Not valid if Fanatic Pacifist.png fanatic pacifist, Civic fanatic purifiers.png fanatic purifiers, Civic devouring swarm.png devouring swarm or Civic machine terminator.png determined exterminator.
Defensive Wars
  • Wars of Aggression are forbidden.
  • Conquest wargoals can be only used on previously owned planets.
Violence is a last resort to ensure the integrity of our nation.
  • Not valid if Fanatic Militarist.png fanatic militarist, Civic fanatic purifiers.png fanatic purifiers, Civic devouring swarm.png devouring swarm or Civic machine terminator.png determined exterminator.

Food Stockpiling

The food stockpiling policy lets an empire decide on how large its food stockpile should be. Small stockpiles allow for faster population growth due to food surplus, while large stockpiles lets an empire prepare for bad circumstances.

Type Effects Description & Notes
None
  • Sets the food storage capacity to 0.
We are perfect, immortal machines.
  • Valid if Auth machine intelligence.png machine intelligence.
Minimal
  • Sets the food storage capacity to 200.
Keeping our food stockpiling to a minimum ensures that it can be put to better use towards population growth.
  • Activated by default if organic or Civic machine servitor.png rogue servitor.
Balanced
  • Sets the food storage capacity to 1000.
A balanced approach to stockpiling will allow us to use our food surplus towards growth, while still leaving us significant reserves if the worst should happen.
Large
  • Sets the food storage capacity to 5000.
We can never know when disaster and famine will strike. A large stockpile of food will let us to weather bad circumstances without our population suffering.

Orbital Bombardment

Determines the maximum available stance of planetary bombing when orbiting enemy worlds. POPs killed by orbital bombardment lower the Diplomacy opinion.png Opinion of every empire that is not Militarist.png Militarist or Fanatic Militarist.png Fanatic Militarist.

Type Effects Description & Notes
Light
  • Orbital bombardment capped at "Light"
    • Causes 0.30 of base damage per day to planetary fortifications
    • Defending armies do not regenerate health
Allows only the bombardment of identified military targets, while keeping civilian casualties to a minimum.
Limited
  • Orbital bombardment capped at "Limited"
    • Causes 0.40 of base damage per day to planetary fortifications
    • Defending armies do not regenerate health
    • POPs are unable to work
    • 2% chance per month that a pop is killed
    • 5% chance per month that a building is ruined
Allows the use of all but the heaviest of orbital ordnance, ensuring that the majority of civilians will survive even if their infrastructure does not.
  • Not valid if Fanatic Pacifist.png fanatic pacifist.
Full
  • Orbital bombardment capped at "Full"
    • Causes 0.50 of base damage per day to planetary fortifications
    • Defending armies do not regenerate health
    • POPs are unable to work
    • 4% chance per month that a pop is killed
    • 10% chance per month that a building is ruined
    • 3% chance per month that a tile blocker is created
Allows the full use of all orbital weaponry, with no regards to life on the surface.
  • Valid if Militarist.png militarist, Fanatic Militarist.png fanatic militarist or Gestalt consciousness.png gestalt consciousness.
Armageddon
  • Orbital bombardment capped at "Armageddon"
    • Causes 0.60 of base damage per day to planetary fortifications
    • Defending armies do not regenerate health
    • POPs are unable to work
    • 6% chance per month that a pop is killed
    • 15% chance per month that a building is ruined
    • 6% chance per month that a tile blocker is created
Allows the full use of all orbital weaponry, with no regards to life on the planet itself. Utter annihilation is the goal.
  • Valid if Civic fanatic purifiers.png fanatic purifiers or Civic machine terminator.png determined exterminator.

Native Interference

Determines an empires' policy on how to interact with pre-FTL civilizations. This policy becomes available once a primitive civilization has been found.

Type Effects Description & Notes
Passive Studies
  • Observation stations are limited to "Passive Study"
    • +5 Society Research
Primitive societies have the right to exist and evolve at their own pace, free from the control and designs of others.
  • Not valid if Fanatic Xenophobe.png fanatic xenophobe, Civic fanatic purifiers.png fanatic purifiers, Civic devouring swarm.png devouring swarm or Civic machine terminator.png determined exterminator.
Active Studies
  • Observation stations can perform every type of study
    • +8 Society Research
  • Allows for indoctrination of primitive species (Utopia.png Utopia only)
To unlock the secrets of the universe, any and all interesting subjects must be made freely available for study.
  • Not valid if signatory, Civic fanatic purifiers.png fanatic purifiers or Civic devouring swarm.png devouring swarm.
Unrestricted Studies
  • Can invade primitive worlds
  • Allows for indoctrination of primitive species (Utopia.png Utopia only)
Even the most primitive lifeform is but another actor on the stage of galactic conflict. Should they lack the strength to resist, what right do they have to be masters of their own fate?
  • Not valid if signatory, Xenophile.png xenophile, Fanatic Xenophile.png fanatic xenophile, Pacifist.png pacifist or Fanatic Pacifist.png fanatic pacifist.

Native Enlightenment

Determines whether or not an empire can enlighten pre-FTL civilizations. This policy becomes available once a primitive civilization has been found.

Type Effects Description & Notes
Prohibited
  • Can not enlighten primitive worlds.
No native would be ready to grasp the wonders we have discovered, and exposing them to the truths of the galaxy would carry enormous risks for everyone involved.
  • Activated by default.
Allowed
  • Can enlighten primitive worlds.
Through sharing our knowledge we can actively encourage natives to take their rightful place in the galactic community.
  • Not valid if Fanatic Xenophobe.png fanatic xenophobe, Civic fanatic purifiers.png fanatic purifiers, Civic devouring swarm.png devouring swarm or Civic machine terminator.png determined exterminator.

Resettlement

Dictates if pops can be forcibly moved from one planet to another. The policy is not available if Gestalt consciousness.png gestalt consciousness.

Type Effects Description & Notes
Prohibited
  • Pops can't be resettled
Free pops cannot be forcibly resettled between planets.
Allowed
  • Pops can be resettled
Pops can be forcibly resettled between planets.
  • Activated by default if not Egalitarian.png egalitarian or Fanatic Egalitarian.png fanatic egalitarian.

Land Appropriation

Determines if newly acquired planets with less that 5 unpopulated tiles will have some of their non-citizen Pops removed from their land. The policy is not available if Gestalt consciousness.png gestalt consciousness.

Type Effects Description & Notes
Prohibited
  • Tiles will not be appropriated.
The land that our empire controls belongs to all of its inhabitants.
Allowed
  • Tiles will be appropriated.
The land that the lesser species are not properly utilizing can be put to greater use by their betters.

Leader Enhancement

Determines if technology can be used to improve leader's abilities. This policy becomes available once Tech selected lineages.png Selected Lineages is researched and the effect affects already living leaders.

Type Effects Description & Notes
Natural Selection
  • Leaders gain no additional bonuses
Let nature take its course - it is in the crucible of experience that genius is forged.
  • Activated by default.
Selected Lineages
  • +1 Leader Level Cap
  • +10 Mod leader age.png Leader Lifespan
  • +50% Mod leader influence cost.png Leader Recruitment Cost
Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies.
  • Not valid if Fanatic Egalitarian.png fanatic egalitarian.
Capacity Boosters
  • +2 Leader Level Cap
  • +20 Mod leader age.png Leader Lifespan
  • +100% Mod leader influence cost.png Leader Recruitment Cost
We leave nothing to chance, no matter the cost. Through exacting curation of DNA banks do we build the leaders of tomorrow.
  • Requires Tech capacity boosters.png capacity boosters.
  • Not valid if Egalitarian.png egalitarian andFanatic Egalitarian.png fanatic egalitarian.

First Contact Protocol

Dictates if an empire can attack another empire before establishing communications.

Type Effects Description & Notes
Peaceful
  • Can not attack neutral entities.
We will allow no hostile action to be taken against unknown lifeforms, and only retaliate if we were to be attacked first.
  • Not valid if Civic fanatic purifiers.png fanatic purifiers, Civic devouring swarm.png devouring swarm or Civic machine terminator.png determined exterminator.
Aggressive
  • Can attack neutral entities.
Unknown dangers may hide among the stars. To ensure our continued survival we must be ready to strike without hesitation.
  • Valid if Militarist.png militarist or Fanatic Militarist.png fanatic militarist.
  • Not valid if also Fanatic Xenophile.png fanatic xenophile or Fanatic Pacifist.png fanatic pacifist.
  • Ships will not attack without an explicit order.

Initial Border Status

Determines if borders start open or closed to other empires.

Type Effects Description & Notes
Open
  • Borders will be open to other empires by default.
Isolation invites suspicion, and suspicion invites conflict. Let us show our neighbors that we have nothing to hide.
  • Activated by default if not Xenophobe.png xenophobe or Fanatic Xenophobe.png fanatic xenophobe
Closed
  • Borders will be closed to other empires by default.
The borders of our empire must be well guarded, lest we fall victim to insidious influences. Only those who have proven themselves worthy may enter our space.

Artificial Intelligence

Determines how much freedom an empire gives to artificial intelligence. In Synthetic Dawn synthetics in servitude may start an AI rebellion.

This policy becomes available once the Tech sentient ai.png Positronic AI technology (or its follow-ups) is obtained. The policy is not available to Gestalt consciousness.png Gestalt Consciousness empires or synthetically ascended empires.

Type Effects Description & Notes
Outlawed
  • Robots have their sapience removed, considerably reducing their effectivness at research and energy production.
  • Robots are not affected by happiness.
  • Robots can be disassembled.
  • Robots cannot join factions.
  • Cannot research and use Sapient Combat Computers.
Intelligent, self-aware machines are an incalculable threat to all living things. The creation of an artificial intelligence is an offense punishable by death.
  • Activated by default.
  • Not valid if Materialist.png Materialist and Fanatic Materialist.png Fanatic Materialist.
  • If robots show signs of rebelliousness removing their sapience may start an AI rebellion.
Servitude
  • Robots are enslaved, worsening their efficiency at research but improving their food, mineral and energy production.
  • Robots require less consumer goods.
  • Robots can be dissassembled.
  • Robots cannot join factions.
The overriding purpose of any machine must be to serve its masters and perform whatever tasks it was designed for, regardless of how intelligent it may be.
Citizen Rights
  • Robots cannot be disassembled.
  • Robots are given free will and use as many consumer goods as organics.
  • Robots can join factions.
  • Robots will never rebel.
Any self-aware machine that fulfills the criteria of possessing true artificial intelligence is to be regarded as an individual, with all the rights and obligations that entails.
  • Not valid if Spiritualist.png Spiritualist and Fanatic Spiritualist.png Fanatic Spiritualist.
  • Organic pops that owned robots will get -10% happiness for 5 years.

Robotic Workers

Determines whether robots are allowed in an empire.

Type Effects Description & Notes
Outlawed
  • Robots cannot be built.
  • Existing robots are disassembled.
Robotic automatons are a threat to not only our people's livelihoods but to the very fabric of society itself. We must not allow ourselves to be made obsolete.
  • Activated by default.
  • Not valid if Materialist.png Materialist, Fanatic Materialist.png Fanatic Materialist or if robots are granted citizen rights.
Allowed
  • Robots can be built and exist in the empire.
The benefits of automation are obvious and immense. For the future of our people, we cannot afford to ignore the opportunities presented to us by technology.

Pre-Sapients

A policy that determines whether an empire tolerates Pre-Sapients living on their planets or not. This policy is unlocked when a planet within the empire's borders has a Pre-Sapient pop on it.

Type Effects Description & Notes
Protected
  • Pre-Sapients cannot be purged and planets with Pre-Sapients cannot be terraformed.
Though still only simple animals, these beings are no less than what we ourselves once were. They should be allowed the chance at a future.
  • Not valid if Civic fanatic purifiers.png fanatic purifiers, Civic devouring swarm.png devouring swarm or Civic machine terminator.png determined exterminator.
Tolerated
  • Pre-Sapients can be purged and planets with them can be terraformed.
Intelligent animals are still just animals. They can be safely ignored.
  • Not valid if Civic fanatic purifiers.png fanatic purifiers, Civic devouring swarm.png devouring swarm or Civic machine terminator.png determined exterminator.
Hunted
  • Pre-Sapients will be hunted for food, slowly depleting them.
An animal without sapience can hardly be considered to be part of our empire, but perhaps they can help our growth in other ways...
  • Not valid if Xenophile.png xenophile, Fanatic Xenophile.png fanatic xenophile, Auth machine intelligence.png Machine Intelligence, Civic fanatic purifiers.png fanatic purifiers or Civic devouring swarm.png devouring swarm.
Extermination
  • Pre-Sapients will be purged automatically.
All rights spring from the capacity for reason. An animal is just an animal, and an animal that stands in our way is just a pest.
  • Not valid if Xenophile.png xenophile or Fanatic Xenophile.png fanatic xenophile.

Core Worlds Population

Decides which pops are allowed on the core worlds. Prohibited pops that are already there will be forced to move to sectors or flee to other empires. This policy is unlocked when another species has been met unless starting with the Civic syncretic evolution.png syncretic evolution civic.

Type Effects Description & Notes
All Species
  • All pops are permitted to live on core worlds.
Diversity is the key to a vibrant empire. Our core worlds must reflect these values by remaining open to all of the species in our empire.
Citizens and Slaves Only
  • Non-enslaved pops without full citizenship are not permitted on core worlds.
Though our core worlds must be kept safe from alien influence, we shall not deny our citizens their lawful property.
  • Only valid when the slavery policy is set to allowed.
  • Not valid for Xenophile.png xenophile or Fanatic Xenophile.png fanatic xenophile.
Citizens Only
  • Pops without full citizenship are not permitted on core worlds.
Our core worlds are the heart of our empire. No lesser species shall be permitted to settle there.
  • Not valid for Xenophile.png xenophile or Fanatic Xenophile.png fanatic xenophile.

Refugees

This policy dictates the stance on accepting refugees that are fleeing from purges, displacement and persecution in other empires. This policy is unlocked when another species has been met and is not available to Gestalt consciousness.png gestalt consciousnesses unless also Civic machine servitor.png rogue servitor.

Type Effects Description & Notes
No Refugees
  • Refugees will not arrive from other empires.
To open our borders to the dregs of other societies would only serve to undermine the state.
  • Not valid for Xenophile.png xenophile or Fanatic Xenophile.png fanatic xenophile.
Citizen Species only
  • Refugees from species with full citizenship may arrive from other empires.
We cannot allow compassion to overpower good sense. Only those who would be worthwile additions to society should be brought into our borders.
Refugees Welcome
  • Refugees may arrive from other empires.
Those fleeing death and persecution at the hands of tyrants will be welcome within our borders.
  • Not valid for Xenophobe.png xenophobe or Fanatic Xenophobe.png fanatic xenophobe.

Slavery

Determines whether or not an empire will allow the enslavement of pops. Slaves are much better at mining and farming, but less efficient at science and energy production. This policy option only dictates if slavery is or isn't allowed, further details on which pops are to be enslaved and in what way can be managed with the species rights system. Slavery is not possible if Gestalt consciousness.png gestalt consciousness.

Type Effects Description & Notes
Prohibited
  • Can not enslave pops
The enslavement of sentient beings is an abomination and will not be tolerated within our Empire.
  • Having no slaves will lower happiness of pops with Decadent.png decadent trait.
Allowed
  • Can enslave any pop
Allows the enslavement of pops within our Empire.
  • Valid for Authoritarian.png authoritarian, Fanatic Authoritarian.png fanatic authoritarian, Xenophobe.png xenophobe and Fanatic Xenophobe.png fanatic xenophobe.
  • Xenophobes are only allowed to enslave alien species.
  • Not valid if signatory.

Purge

Determines an empire's position on the forced removal of pops that are no longer wanted. This policy option only dictates if purging is or isn't allowed, further details on which pops are to be purgen and in what way can be managed with the species rights system.

Type Effects Description & Notes
Prohibited
  • Can not purge pops
The purge is an atrocity and should always be treated as such.
Displacement Only
  • Can displace pops
It is not our responsibility to see to the needs of those who would undermine the foundations of our society. Let them find their homes outside our borders.
  • Not valid if signatory, Xenophile.png xenophile or Fanatic Xenophile.png fanatic xenophile.
Allowed
  • Can purge pops
The troublesome and corrupt elements within our Empire must be cleansed, lest their rot take root in us all.
  • Valid if Xenophobe.png xenophobe or Fanatic Xenophobe.png fanatic xenophobe.
  • Not valid if signatory.

References

  1. The script code can be found in /Stellaris/common/policies/00_policies.txt.
Game concepts