Difference between revisions of "Policies"

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(Food Stockpiling)
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==Food Stockpiling==
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==Food Policy==
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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.
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The food policy lets an empire decide its food expenditure. It is non-applicable for base {{iconify|Machine Intelligence}}s
  
 
{| class="mildtable sortable" cellspacing="2" cellpadding="4" width="100%"
 
{| class="mildtable sortable" cellspacing="2" cellpadding="4" width="100%"
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! style="width:30%" | Effects
 
! style="width:30%" | Effects
 
! style="width:65%" class="unsortable" | Description & Notes
 
! style="width:65%" class="unsortable" | Description & Notes
|- id="No Stockpile"
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|- id="Strict Rationing"
| '''None'''
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| '''Strict Rationing'''
| Sets the Food storage capacity to 0.
+
|
| ''We are perfect, immortal machines.''
+
* Pop food upkeep {{green|-25%}}.
 +
* Pop growth speed {{red|-10%}}.
 +
* Biological Pop happiness {{red|-10%}}.
 +
| ''In times of need, we all must sacrifice for the greater good. What is a little starvation now, when our glorious future awaits?''
 
----
 
----
* Valid if {{iconify|machine intelligence}}.
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|- id="Dietary Balance"
|- id="Minimal Stockpile"
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| '''Dietary Balance'''
| '''Minimal'''
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| Default expenditure.
| Sets the Food storage capacity to 200.
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| ''Our population will have all their nutritional needs met, but food is a precious resource and frivolous waste should be avoided.\n\n§EOrganic Pops have normal food use and growth speed.''
| ''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 {{iconify|rogue servitor}}.
 
* Activated by default if organic or {{iconify|rogue servitor}}.
|- id="Balanced Stockpile"
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|- id="Nutritional Plenitude"
| '''Balanced'''
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| '''Nutritional Plenitude'''
| 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.''
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* Pop food upkeep {{red|+25%}}.
----
+
* Pop growth speed {{green|+10%}}.
|- id="Large Stockpile"
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* Biological Pop happiness {{green|+5%}}.
| '''Large'''
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| ''It is the fundamental right of each of our citizens to enter hibernation with a full digestive organ. Easy access to plentiful, nutritional fare will be the fuel that spurs our growth among the stars.''
| 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.''
 
 
----
 
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|-
 
|-

Revision as of 04:15, 11 December 2018

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 2.1.

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 systems an empire is allowed to make claims for. The limit is removed during defensive wars for the defender against the attacker. War philosophy cannot be changed while at war.

Type Effects Description & Notes
Unrestricted Wars
  • No restriction on system claims.
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, Fanatic Pacifist.png fanatic pacifist or Civic inwards perfection.png inward perfection.
Liberation Wars
  • Claims on another empire's systems can only be made during defensive wars.
  • Animosity Casus Belli on rivals is replaced with the Ideology Casus Belli.
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
  • Claims on any system can only be made during defensive wars.
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.

War Doctrine

The War Doctrine policy becomes available after finishing the Supremacy Tradition tree and determines the overall strategic military doctrine for fleets.

Type Effects Description & Notes
Defense in Depth Mod ship fire rate mult.png +10% Home Territory Fire Rate Let the enemy come to us. We shall fight them for every planet, every moon, every asteroid that lies within our space. We shall never surrender.
Hit and Run Mod ship speed mult.png +33% Combat Disengagement Chance
-25% Emergency FTL Damage Risk
A superior foe can be gradually whittled down by repeated hit and run attacks. The killing blow is delivered only when the odds are favorable.
Rapid Deployment Mod ship speed mult.png +25% Sublight Speed
Mod ship weapon range mult.png +10% Ship Weapons Range
We must move quickly to strike where the enemy is weakest, and defend where the enemy means to attack. Maneuver is the key to success.
No Retreat Mod ship speed mult.png +100% Disengagement Chance Reduction
Mod ship speed mult.png +50% Emergency FTL Jump Cooldown
Mod ship fire rate mult.png +33% Fire Rate
Our ships are expected to fight to the bitter end. We will tolerate no withdraws, no retreats, no routs. For our fleet there is only victory or death. Not one step back!
  • Valid if Militarist.png Militarist, Fanatic Militarist.png Fanatic Militarist or Gestalt consciousness.png Gestalt Consciousness

Orbital Bombardment

This policy 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
Selective Orbital bombardment capped at "Selective"
  • Moderate damage to Armies and Planets
  • Light damage to Pops
  • Will not kill the last 20 Pops
  • Will not bombard undefended planets
Allows only the bombardment of identified military targets, while keeping civilian casualties to a minimum.
Indiscriminate Orbital bombardment capped at "Indiscriminate"
  • Heavy damage to Armies and Planets
  • Moderate damage to Pops
  • Will not kill the last 10 Pops
  • Will bombard undefended planets
Allows the full use of all orbital weaponry, with no regards to life on the surface
  • Not valid if Pacifist.png Pacifist or Fanatic Pacifist.png Fanatic Pacifist.
Armageddon Orbital bombardment capped at "Armageddon"
  • Massive damage to Armies and Planets
  • Massive damage to Pops
  • Will bombard undefended planets
  • Can reduce planets to lifeless Tomb Worlds
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

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"
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
  • 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, Pacifist.png pacifist or Fanatic Pacifist.png fanatic pacifist.

Native Enlightenment

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

This policy determines 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

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. Displaced Pops will become refugees (if applicable), no active purge policies can prevent this. 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

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 Leader skill levels.png +1 Leader Level Cap
Mod leader age.png +10 Leader Lifespan
Mod leader influence cost.png +50% Leader Cost
Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies.
  • Requires Tech selected lineages.png selected lineages.
  • Not valid if Fanatic Egalitarian.png fanatic egalitarian.
Capacity Boosters Leader skill levels.png +2 Leader Level Cap
Mod leader age.png +20 Leader Lifespan
Mod leader influence cost.png +100% Leader 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

First Contact Protocol dictates if an empire can order fleets to attack another empire before establishing communications. A direct attack order is still needed to engage.

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

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.

Food Policy

The food policy lets an empire decide its food expenditure. It is non-applicable for base Auth machine intelligence.png Machine Intelligences

Type Effects Description & Notes
Strict Rationing
  • Pop food upkeep -25%.
  • Pop growth speed -10%.
  • Biological Pop happiness -10%.
In times of need, we all must sacrifice for the greater good. What is a little starvation now, when our glorious future awaits?
Dietary Balance Default expenditure. Our population will have all their nutritional needs met, but food is a precious resource and frivolous waste should be avoided.\n\n§EOrganic Pops have normal food use and growth speed.
  • Activated by default if organic or Civic machine servitor.png rogue servitor.
Nutritional Plenitude
  • Pop food upkeep +25%.
  • Pop growth speed +10%.
  • Biological Pop happiness +5%.
It is the fundamental right of each of our citizens to enter hibernation with a full digestive organ. Easy access to plentiful, nutritional fare will be the fuel that spurs our growth among the stars.

Artificial Intelligence

This policy 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
  • Synthethics have their sapience removed, bringing them on par with Droids.
  • Synthethics can be disassembled.
  • Android armies and Sapient AI Assistants are disassembled.
  • 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
  • Synthethics are enslaved, worsening their efficiency at research but improving their food, mineral and energy production.
  • Synthethics cannot take Ruler Stratum Jobs.
  • Synthethics do not require Consumer Goods.
  • Synthethics can be dissassembled.
  • Synthethics 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
  • Synthethics cannot be disassembled.
  • Synthethics require Consumer Goods.
  • Synthethics can join factions.
  • Synthethics 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

This policy determines whether robots are allowed in an empire. Auth hive mind.png Hive Minds do not have this option at all and will disassemble all robots.

Type Effects Description & Notes
Outlawed
  • Robots cannot be built.
  • All robot pops are disassembled.
  • Robotic armies 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 Citizen Rights AI policy.
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

This policy 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, or Civic fanatic purifiers.png fanatic purifiers.
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.

Refugees

This policy determines 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.

Population Controls

This policy determines the stance on the Population Controls Species Right. The policy is not available if Gestalt consciousness.png gestalt consciousness.

Type Effects Description
Prohibited Cannot enable Population Control or selectively Grow/Decline species. To reproduce and propagate their species is the inalienable right of all our citizens.
Allowed Can enable Population Control and selectively Grow/Decline species. Long-term demographics is too important a matter to be left solely in the hands of individual actors.

Slavery

This policy 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
Cost Cost +100% Slave Market Cost
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

This policy determines an empire's position on the forced removal of pops that are no longer wanted. This policy option only dictates which degree of purging is allowed, further details on which pops are to be purged and in what way can be managed with the species rights system.

Type Effects Description & Notes
Prohibited Can not Purge or Displace 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 and Displace 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.
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