Difference between revisions of "Species rights"

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'''Species rights''' is a system where the rights of [[species|species]] in an [[empire]] can be determined. The rights can be determined individually for each species in- and outside of the empire. Rights can be changed every 10 years. What rights can be selected depends on if the species is the main species of the empire, what [[ethics]] the empire has, active [[policies]] and [[government]] forms. The set rights interface can be found from the species panel.
 
'''Species rights''' is a system where the rights of [[species|species]] in an [[empire]] can be determined. The rights can be determined individually for each species in- and outside of the empire. Rights can be changed every 10 years. What rights can be selected depends on if the species is the main species of the empire, what [[ethics]] the empire has, active [[policies]] and [[government]] forms. The set rights interface can be found from the species panel.
  
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[[Category:Game concepts]]
 
[[Category:Game concepts]]

Revision as of 17:09, 19 July 2018

Version

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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.
Species rights interface.

Species rights is a system where the rights of species in an empire can be determined. The rights can be determined individually for each species in- and outside of the empire. Rights can be changed every 10 years. What rights can be selected depends on if the species is the main species of the empire, what ethics the empire has, active policies and government forms. The set rights interface can be found from the species panel.

Species rights of Trait robotic 3.png Synthetic species is determined by the Artificial Intelligence Policy instead.

Citizenship

Citizenship represents the status of a species in an empire: Whether they are free or subjugated, whether or not they can participate in the political processes of the country, what restrictions can be placed on them and even whether they have the right to live in your empire at all. In addition to rights and obligations, citizenship also affects pops' migration attraction: A Pop that is currently enjoying full citizenship is unlikely to move to another empire where their rights could potentially be curtailed, while Pops living under second-class citizen conditions are more likely to move to an empire that would grant them a fairer life. Note that enslaved Pops cannot migrate but may potentially revolt if they are dissatisfied enough and their overlord is inattentive.

Type Pop Effects Requirements Description
Full Citizenship
  • Cannot grant to aliens if Xenophobe.png Xenophobe or Fanatic Xenophobe.png Fanatic Xenophobe.
  • Requires Full Military Service with Civic citizen service.png Citizen Service.
  • Not available for Hive-Minded species unless Hive Mind and Hive Minds can only give this to Hive-Minded species.
Pops are free to be politically active and the species can produce Leaders.

Each and every individual of this species is an esteemed member of this society.

Residence Mod pop happiness.png -5% Happiness

Mod pop consumer goods mult.png -10% Consumer Goods Cost

  • Cannot be primary species.
  • Cannot have Full Military Service with Civic citizen service.png Citizen Service.
Pops are free, but may not engage politically and the species cannot produce Leaders.

They have yet to prove themselves worthy of all rights afforded to others. Perhaps they never will.

Caste System Determined by Slavery type
  • Requires Authoritarian.png Authoritarian or Fanatic Authoritarian.png Fanatic Authoritarian.
  • Slavery must be allowed.
  • Cannot grant to aliens if Xenophobe.png Xenophobe or Fanatic Xenophobe.png Fanatic Xenophobe.
  • Requires Full Military Service with Civic citizen service.png Citizen Service.
Pops of this species will be automatically Enslaved if they are working on buildings that produce Food.png Food or Minerals.png Minerals. Enslaved pops have lower Living Standards.

Some species are more equal than others.

Caste System
(Residence)
Mod pop happiness.png -10% Happiness

Mod pop consumer goods mult.png -25% Consumer Goods Cost

  • Requires Authoritarian.png Authoritarian or Fanatic Authoritarian.png Fanatic Authoritarian.
  • Cannot be primary species.
  • Slavery must be allowed.
  • Cannot have Full Military Service with Civic citizen service.png Citizen Service.
Pops of this species will be automatically Enslaved if they are working on buildings that produce Food.png Food or Minerals.png Minerals. Otherwise they are free, but may not engage politically and the species cannot produce Leaders. Enslaved pops have lower Living Standards.

Some species are more equal than others.

Slaves Determined by Slavery type
  • Requires Xenophobe.png Xenophobe, Fanatic Xenophobe.png Fanatic Xenophobe or Gestalt consciousness.png Gestalt Consciousness.
  • Slavery must be allowed.
  • Cannot be primary species.
All Pops of this species will be enslaved regardless of what buildings they are working on. Slaves have lower Consumer Good Use than free Pops.

Freedom is an illusion. For some this truth is more tangible than it is for others.

Undesirables Determined by Purge type
  • Cannot be primary species.
  • Purging must be allowed unless the species is robot.
All Pops of this species will be systematically Purged according to active Purging protocol. Pops subject to Purging (except Neutering and Displacement) have zero Consumer Goods Use.

State records do not recognize the existence of this species.

Assimilation Determined by Assimilation type
  • Cannot be primary species, robot or cybernetic
  • Any of the following:
    • Ap transcendence.png Psionic Empires - assimilates to Trait psionic species.png Psionic
    • Ap the flesh is weak.png Cyborg Empires - assimilates to Trait cybernetic.png Cybernetic
    • Ap synthetic evolution.png Synthethic Empires - assimilates to Trait robotic 3.png Synthetic
    • Ap evolutionary mastery.png Evolutionary Mastery - assimilates to Hive-minded.png Hive-Minded if Hive Mind, otherwise removes it
    • Civic machine assimilator.png Driven Assimilator - assimilates to Trait cybernetic.png Cybernetic
Pops of this species are altered over time to better match the dominant species of the Empire. Pops that are in the process of being assimilated will not produce any resources.

We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us.

Machine Integration
  • Requires Auth machine intelligence.png Machine Intelligence and the species to be robotic
  • Requires Civic machine assimilator.png Driven Assimilator civic if the species is Trait cybernetic.png Cybernetic
All owned Pops of this species are fully integrated with the Machine Intelligence.

Assuming direct control.

Bio-Trophy
  • Requires Civic machine servitor.png Rogue Servitor civic
  • Species must be organic and can't be Hive-minded.png Hive-Minded
Pops of this species are revered and cared for by the Machine Intelligence, freed from the burdens of responsibility and agency.

Glory to organics.

Living standards

Living Standards represents how economically favored a population is, for example whether they benefit from social welfare or have restrictions placed on what kinds of occupations they can be employed in. The higher the living standards of a Pop is, the more Consumer Goods it will use, and the happier the species will be.

Type Pop Effects Requirements Description
Chemical Bliss +40% Mod pop happiness.png Happiness
+2.00 Consumer goods.png Consumer Goods Use
-60% Food.png Food Output
-60% Minerals.png Mineral Output
-60% Energy Credits.png Energy Output
-60% Unity.png Unity Output
-60% Research.png Research Output
Canceling Chemical Bliss will induce withdrawal symptoms, giving a temporary -20% Mod pop happiness.png Happiness
  • Requires Tech subdermal stimulation.png Subdermal Stimulation technology
  • Must not have Undesirable or slavery Citizenships
Entertainment media is made freely available as a drug regimen induces a euphoric stupor. The Pops are very happy, but largely useless.

They all welcome the games and diversions. Some resist the drugs, at first.

Mandatory Pampering +40% Mod pop happiness.png Happiness
+2.00 Consumer goods.png Consumer Goods Use
-50% Mod pop resettlement cost mult.png Resettlement Cost
  • Species has Bio-Trophy Citizenship
This living standard enshrines a small population of organic beings as display pieces, through relentless and unyielding pampering.

Who's a good Bio-Trophy? You are! Yes you are!

Academic Privilege +10% Mod pop happiness.png Happiness
+1.50 Consumer goods.png Consumer Goods Use
+10% Research.png Research Output
  • Requires Materialist.png Materialist or Fanatic Materialist.png Fanatic Materialist.
  • Must not have Slavery Citizenship
A great deal of resources are spent to ensure that this species is well educated and has ample free time to consider new ideas and philosophies.

Knowledge is the key to power.

Utopian Abundance +20% Mod pop happiness.png Happiness
+1.50 Consumer goods.png Consumer Goods Use
  • Requires Egalitarian.png Egalitarian or Fanatic Egalitarian.png Fanatic Egalitarian.
This species lives in utopian luxury, with nearly every material wish fulfilled on demand.

We cannot realistically eliminate every want by providing for every need. But we can try.

Social Welfare +10% Mod pop happiness.png Happiness
+1.25 Consumer goods.png Consumer Goods Use
  • Must not have Slavery Citizenship
This species enjoys a high quality of life thanks to generous social welfare policies.

Seeing to the needs of the people is the most important responsibility of the state.

Decent Living Standards +1.00 Consumer goods.png Consumer Goods Use
  • Must not have Slavery Citizenship
Ensure a decent quality of life for this species.

Neglecting the welfare of our subjects is a losing proposition in the long run.

Impoverished Conditions -10% Mod pop happiness.png Happiness
+0.75 Consumer goods.png Consumer Goods Use
  • Not Egalitarian.png Egalitarian or Fanatic Egalitarian.png Fanatic Egalitarian.
  • Species must not have Full Citizenship
Most of this species lives in poverty and squalor, with many commodities only accessible to the wealthy elite.

If they wish to better their lot in life, they will have to work for it.

Basic Subsistence -20% Mod pop happiness.png Happiness
+0.50 Consumer goods.png Consumer Goods Use
One must be true:
  • Species has Slavery Citizenship
  • Species is being Displaced.
  • Species is not the primary species and the empire is either Xenophobe.png Xenophobe or Fanatic Xenophobe.png Fanatic Xenophobe.
The vast majority of this species lives in squalor and destitution.

As few as possible of our subjects should starve. Beyond that, they're not our problem.

Non-Existent 0.00 Consumer goods.png Consumer Goods Use
  • Species is purged with Processing, Forced Labor or Extermination
This species lives only briefly.

We do not budget for the dead.

Drone +0.50 Consumer goods.png Consumer Goods Use
  • Requires Auth hive mind.png Hive Mind if species is Hive-minded.png Hive-Minded
  • Requires Auth machine intelligence.png Machine Intelligence if species is robotic
While it may not use Consumer Goods in the traditional sense, a drone population still requires a great deal of resources to sustain itself.

The needs of the individual and the needs of all are one and the same.

Hive Dissociation +2 Consumer goods.png Consumer Goods Use
  • Requires Hive-minded.png Hive-Minded trait and Assimilation Citizenship
This species is undergoing a difficult physiological separation from a Hive Mind.

Welcome out of the fold.

Identity Sublimation -50% Mod pop happiness.png Happiness
+2 Consumer goods.png Consumer Goods Use
  • Requires Auth hive mind.png Hive Mind or Civic machine assimilator.png Driven Assimilator and Assimilation Citizenship
This species is becoming one with the unified mind.

The sense of self does not survive the process. But that's the point.

Transubstantiation Synthesis -25% Mod pop happiness.png Happiness
+2 Consumer goods.png Consumer Goods Use
  • Requires Trait cybernetic.png Cybernetic or Trait robotic 3.png Synthetic primary species and Assimilation Citizenship
This species is melding with the machine.

Solider. Improved. Speedier. Forcefuller.

Transcendent Awakening -25% Mod pop happiness.png Happiness
+2 Consumer goods.png Consumer Goods Use
  • Requires Trait psionic species.png Psionic primary species and Assimilation Citizenship
This species is awakening its psionic potential.

The veil is lifted, but the Shroud remains.

Military service

Military Service determines a species' right to join the military and whether or not they can become commanding officers.

Type Notes Description
Full Military Service
  • Cannot grant to aliens if Xenophobe.png Xenophobe or Fanatic Xenophobe.png Fanatic Xenophobe.
  • Enables Caste System and Full Citizenship if Civic citizen service.png Citizen Service.
  • Always on for primary species
Species can produce Armies, Generals and Admirals.

They are doubtlessly among the most competent in our armed forces.

Limited Military Service Species can only produce Armies.

They make excellent soldiers - but command is better left to others.

No Military Service Species can not produce any military Leaders nor be used in Armies.

They serve better away from the battlefield.

Colonization rights

Colonization Rights determines whether a species is allowed to board colony ships and settle new worlds.

Type Description
Colonization Forbidden In a vast sea of cold emptiness, a habitable world is the greatest treasure of all. Not all are worthy to seize it.
Colonization Allowed Who are we to deny any species their place among the stars? Together we will drive back the darkness.

Population controls

Population Controls determines whether a species is allowed to reproduce enough to grow or only enough to ensure it will not die off.

Type Notes Description
Population Controls Enabled
  • Gives -10% Mod pop happiness.png Happiness from the species
  • Not available if Xenophile.png Xenophile or Fanatic Xenophile.png Fanatic Xenophile
Selective reproductive suppression fields are often referred to as the blunt instruments of demography.
No populations controls
  • Always on for primary species
A species that does not propagate itself is at an evolutionary dead end.

Migration controls

Migration controls determines whether a species is allowed to migrate. It applies both within the empire and towards empires with a Diplomacy migration pact.png Migration Treaty.

Type Requirement Description
Migration Controls Enabled The free flow of pops can allocate resources efficiently, but sometimes what is necessary is not efficient.
No Migration Controls Citizenship is not Caste System, Slavery or Undesirables Just as our primitive ancestors wandered in search of a home, every being must be free to seek its destiny among the stars.

Slavery type

The Slavery type determines how enslaved pops from the species are used.

Type Pop Effects Requirements Description
Chattel Slavery Minerals.png +10% Minerals
Food.png +10% Food
Energy Credits.png -33% Energy Credits
Research.png -75% Research Output
Unity.png -75% Unity Output
Mod pop happiness.png -20% Happiness
Mod pop resettlement cost mult.png -50% Resettlement cost
  • Not Gestalt consciousness.png Gestalt Consciousness
Chattel Slaves have their rights curtailed to maximize productivity. They commonly work with Food.png Food and Minerals.png Mineral production and receive a bonus for the production of said resources. However, they suffer a significant penalties to Energy Credits.png Energy, Unity.png Unity and Research.png Research output.

Chattel Slavery is the most common form of slavery in the galaxy. Whether for life or a limited time, unrestricted access to the labor of others is in some parts seen as a privilege with numerous counter-duties attached, and elsewhere considered a self-evident prerequisite for a functioning society.

Domestic Servitude Energy Credits.png -33% Energy Credits
Research.png -75% Research Output
Mod pop happiness.png -20% Happiness
Mod pop happiness.png +5% Happiness for owner pops
Mod pop resettlement cost mult.png -50% Resettlement cost
  • Requires the Utopia.png Utopia DLC
  • Not Gestalt consciousness.png Gestalt Consciousness
Domestic Servants increase the Mod pop happiness.png Happiness of free Pops but are less productive than Chattel Slaves in that they do not gain the same production bonuses as Chattel Slaves.

Domestic servants spend much of their time tending to the needs of free Pops - some are assigned to individual domiciles, while others tend to public spaces. The split in their duties reduces their "hard" resource output, but the quality of life gains for free Pops frequently outweigh this drawback.

Battle Thralls Mod army damage mult.png +20% Army Damage
Energy Credits.png -15% Energy Credits
Research.png -50% Research Output
Unity.png -15% Unity Output
Mod pop happiness.png -10% Happiness
Mod pop resettlement cost mult.png -50% Resettlement cost
  • Requires the Utopia.png Utopia DLC
  • Not Gestalt consciousness.png Gestalt Consciousness
  • Requires Slavery Citizenship
Battle Thralls have a less severe penalty to Energy Credits.png Energy and Research.png Research production and make good soldiers for local Armies.

Battle thralls are weaponized serfs, often trained from birth in the martial arts and conditioned for absolute obedience. While prized as soldiers, the battle thralls fare poorly in fields where they cannot utilize their sheer physical strength and resilience.

Livestock Mod pop happiness.png -30% Happiness
Food.png 6 Food per Pop
Does not stack with farms
Mod pop resettlement cost mult.png -50% Resettlement cost
  • Requires the Utopia.png Utopia DLC.
  • Requires Slavery Citizenship
  • Not Auth machine intelligence.png Machine Intelligence
Livestock Pops can not be employed to produce anything, but are instead regularly culled to produce additional Food.png Food.

Livestock is Pops!

Grid Amalgamation Mod pop happiness.png -30% Happiness
Energy Credits.png 6 Energy per Pop
Does not stack with power plants
Mod pop resettlement cost mult.png -50% Resettlement cost
  • Requires Auth machine intelligence.png Machine Intelligence
A long-term alternative to Chemical Processing, where enough of the organic population survives the process to continue to power our energy grid indefinitely.

Combined with a form of fusion, we have found all the energy we will ever need.

Purge type

The Purge.png purge type determines how species with the Undesirables citizenship are purged. This only applies to entire species. Pops purged on a per-pop basis are automatically assigned the Extermination purging type. Any Purge type except Neutering and Displacement runs the risk of causing Diplomacy opinion.png Opinion penalties when interacting with other empires.

Any type of purging grants a -50% discount in Mod pop resettlement cost mult.png resettlement costs for the purged Pop.

Purge types affect Pop Mod pop happiness.png happiness and resource production as follows:

Type Purging time Pop Effects Notes Description
Extermination 20 months

(1 year, 8 months)

0% Resource production

Mod pop happiness.png -1000% Happiness

Affected Pops are systematically erradicated and can no longer reproduce. This is the fastest form of purging.
  • Not available if Civic devouring swarm.png Devouring Swarm
The extermination squads are efficient. The dissolution of entire populations naturally takes time, but they get the job done.
Neutering 75% of Pop species' life Mod pop happiness.png -30% Happiness Affected pops no longer grow and will die out over time, but gain only a moderate Mod pop happiness.png happiness penalty.
  • Not available if Gestalt consciousness.png Gestalt Consciousness
  • Requires the Utopia.png Utopia DLC.
Think of it as a phasing-out of a people. Our nation goes to meet the future, only some will not be with us.
Displacement Varies upon xeno empires' refugee policy (maximum 12.5 years) Mod pop happiness.png -30% Happiness Affected pops are expelled from the empire over time, left to find refuge outside its borders. They will be received by empires with a welcoming refugees policy. However even if no empire accepts them a pop will be removed every 12.5 years, allowing displacement to work without a valid target empire.
No.png Not available to:
  • Civic fanatic purifiers.png Fanatic Purifiers (unless they are of the same species)
  • Civic devouring swarm.png Devouring Swarm
  • Civic machine terminator.png Determined Exterminator
  • Civic machine assimilator.png Driven Assimilator if the species has the Trait cybernetic.png Cybernetic trait
  • Auth machine intelligence.png Machine Intelligence if the species has the Trait mechanical.png Machine Unit or Trait mechanical.png Mechanical trait.
It's not that we drive them from their homes. Their homes are simply no longer theirs.
Forced Labor 300 months

(25 years)

Mod pop happiness.png -1000% Happiness

Energy Credits.png -50% Energy credits
Research.png -100% Research output
Unity.png -100% Unity output

Affected Pops are worked to death and can be used to produce Food.png food or Minerals.png minerals until their eventual demise.
  • Not available if Gestalt consciousness.png Gestalt Consciousness
  • Requires the Utopia.png Utopia DLC.
With this final sacrifice, they will at least been of some use.
Processing 120 months

(10 years)

Mod pop happiness.png -1000% Happiness

Food.png +8 Food output per processed Pop
0% Resource production for other resources

Affected pops are processed into nutrient-rich food sources, boosting Food.png food availability until death.
  • Not available if Auth machine intelligence.png Machine Intelligence
  • Requires the Utopia.png Utopia DLC.
It is a sad but inescapable fact that some are destined to simply fuel the ambitions of their betters.
Chemical processing 200 months

(16 years, 8 months)

Mod pop happiness.png -1000% Happiness

Energy Credits.png +8 Energy credits per processed Pop
0% Resource production for other resources

Affected pops' physiologies are prepared for integration with the energy grid, where the chemical processes that sustain them are redirected to enrich our energy stores. The process is fatal, but death comes slowly.
  • Only available to Auth machine intelligence.png Machine Intelligence
  • Requires the Synthetic Dawn.png Synthetic Dawn DLC.
They will soon attain a more efficient form.
Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs