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This article has been verified for the current PC version (3.10) of the game.
Stellaris_3.11_Civics_Tier_List-2

Stellaris 3.11 Civics Tier List-2

Stellaris_3.6_Civics_Tier_List-2

Stellaris 3.6 Civics Tier List-2

Civics represent the principles of life within an empire and are primarily limited by the authority and ethics an empire possesses. Each empire starts with up to two civics, and this limit is increased to three civics by researching the Tech galactic administration Galactic Administration technology or its equivalent. Civics can be changed every 20 years by reforming the government spending Unity 10 unity per empire size. If at any point a civic's requirements are no longer met due to a change in empire ethics or authority, it becomes "dormant" and provide no bonus until it's replaced or its requirements are met again.

Standard civics[]

Standard civics represent the principles that guide day-to-day life within an empire. They can be picked by any empire that is neither a Gestalt consciousness Gestalt Consciousness or Auth corporate Corporate empire, and are heavily influenced by the empire ethics and authority type. If the Galactic Paragons Galactic Paragons DLC is installed each civic will unlock a council position.

Civic Effects Council position Requirements Description DLC
Cutthroat Politics Cutthroat Politics Prime Speaker 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.
Efficient Bureaucracy Efficient Bureaucracy
  • Upkeep −20% Administrator category jobs upkeep
  • Edict Fund Bureaucrat and Priest category jobs produce Edict Fund equal to their Unity output
Superintendent 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 Functional Architecture Master Architect 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.
Mining Guilds Mining Guilds Pop resource minerals mult +1 Minerals from Miner category jobs Chairman of the Mines Several large mining guilds have reached a dominant position in this society. The government relies heavily on their support.
Agrarian Idyll Agrarian Idyll
  • Mod planet housing add +1 Housing from Generator, Mining and Agriculture districts
  • Mod planet housing add −1 Housing from City Districts
  • Mod planet housing add −5 Housing from City Segments
  • Mod planet amenities add +2 Amenities from Farmers, Anglers, and Pearl Divers
  • Mod planet max buildings add +1 Building slot per every 4 Agriculture districts (+0.25 each)
  • Tech housing agrarian idyll Can research the Agrarian Utopias technology
  • NoTech housing 2 Cannot research the Anti-Gravity Engineering technology
  • NoArcology Project Cannot pick the Arcology Project ascension perk
Elder Farmer 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.
Aristocratic Elite Aristocratic Elite Lord Steward This society has an entrenched nobility that occupies the upper echelons of society.
Beacon of Liberty Beacon of Liberty Protector of Liberty This society is a shining beacon of light in a sea of darkness. Liberty and individual freedoms are held in the highest regard here.
Citizen Service Citizen Service Chief of Service 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.
Corporate Dominion Corporate Dominion Chief Trade Officer This society is dominated by a megacorporation that has completely supplanted the role of the state.
Corvée System Corvée System Employment Commissioner This society considers it the absolute right of the state to decide where its citizens live and work.
Distinguished Admiralty Distinguished Admiralty Lord High Admiral MilitaristFanatic Militarist 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.
Environmentalist Environmentalist First Warden NoCivic relentless industrialists Relentless Industrialists This society seeks to co-exist in harmony with nature. Great care is taken to preserve the environment and limit consumerism where possible.
Exalted Priesthood Exalted Priesthood
  • Monthly unity +1 Unity from Priest category jobs
  • High Priest Capital Buildings replace some Politician jobs with High Priest jobs
Archpriest To guard against heresy, this society is ruled by a religious council consisting of the wisest and most pious members of the clergy.
Feudal Society Feudal Society
  • Mod navy size add +5% Subject naval capacity contribution
  • Yes +25 Subjugation acceptance
  • Trade cat loyalty +1 Subjects exempt from Divided Patronage
  • Yes Can always Propose Subjugation
  • No Cannot use Expansion Prohibited terms of agreement
  • No Cannot use Limited Diplomacy terms of agreement
  • No Cannot use No Subject Conflicts terms of agreement
Chief Herald of Arms Imperial Imperial This society is organized in a feudal manner, with a monarch whose rule relies on powerful vassals that govern their territories with considerable autonomy.
Free Haven Free Haven Integration Facilitator 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.
Idealistic Foundation Idealistic Foundation Happiness +10% Citizen pop happiness Tribune of Rights EgalitarianFanatic Egalitarian Egalitarian This society was founded on strong idealistic values. Whether the current government remains true to them or not, the people have not forgotten.
Imperial Cult Imperial Cult
  • Mod country edict cap add +100 Edict fund
  • Priest +1 Priest Job on ruler's home planet
Prime Herald This society has a dominant state religion where the ruler is worshiped as a living deity.
Inward Perfection Inward Perfection
  • Galactic Paragons Start with the civic's council position unlocked
  • Commander of the Watch This calm and pacifist society has little use for strangers who do not understand their way of life. More than anything, they would prefer to be left alone.
    Meritocracy Meritocracy
    • Leader skill levels +1 Additional leader trait options
    • Mod pop resource output +10% Specialist pop resource output
    Principal Instructor Auth democratic Democratic or Auth oligarchic Oligarchic 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.
    Nationalistic Zeal Nationalistic Zeal Standard Bearer MilitaristFanatic Militarist Militarist A strong sense of nationalistic pride permeates all layers of this society.
    Parliamentary System Parliamentary System
    • Unity +40% Faction unity gain
    • Concept factions Factions will form within 3 months
    Speaker of Parliament Auth democratic 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.
    Philosopher King Philosopher King Leader skill levels +5 Effective Ruler skill Lord Chancellor Auth dictatorial Dictatorial or Imperial 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.
    Police State Police State
    • Mod planet stability add +5 Stability
    • Monthly unity +1 Unity from Enforcers and Telepaths
    Chief of Secret Police NoFanatic Egalitarian 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.
    Shadow Council Shadow Council
    • Mod country election influence cost −75% Election Cost
    • Mod pop resource output +10% Ruler pop resource output
    • Intel decryption +1 Codebreaking
    Shadow Councilor NoImperial Imperial 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?
    Slaver Guilds Slaver Guilds Labor Magistrate 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.
    Technocracy Technocracy
    • Mod num tech alternatives add +1 Research alternatives
    • Job researcher Capital Buildings replace some Politician jobs with Science Director jobs
    • Unknown Scientists start with a random Expertise trait
    • Research Expertise traits provide job research in their fields if governing a world or sector
    Senior Science Director 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.
    Warrior Culture Warrior Culture Arbiter of Duels MilitaristFanatic Militarist 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.
    Ascensionists Ascensionists
    • Unknown +25% Planetary ascension effects
    • Unity −10% Planetary ascension cost
    • Unity −25% Tradition cost from empire size
    • Button upgrade ascension tier Capital starts at ascension tier 1
    Minister of Ascension SpiritualistFanatic Spiritualist Spiritualist The ultimate goal of this empire is to ascend to ever greater levels of fulfillment.
    • Utopia
    • Astral Planes
    Catalytic Processing Catalytic Processing
    • Job foundry Replaces Metallurgist jobs with Catalytic Technician jobs
    • Building Can construct Bio-Reactor buildings
    Principal Catalyst NoOrigins lithoid Calamitous Birth By focusing their industrial efforts into catalytic chemistry, this civilization has unlocked the key to using organic materials in the construction of spacebound structures. DLC plantoids species pack
    Idyllic Bloom Idyllic Bloom
    • No Cannot be added or removed after game start
    • Building Can construct and upgrade Gaia Seeders buildings
    • Building Can construct Gaia Seeder Outpost holdings
    • Building Start with a Gaia Seeders - Phase 1 building
    • No Disabled by synthetic ascension special project
    Bloom Herald This society has always spent much time on improving and caring for their environment, in pursuit of building a true paradise for its inhabitants. DLC plantoids species pack
    Fanatic Purifiers Fanatic Purifiers
    Job purge Genocidal0
      • No Cannot establish diplomatic pacts with alien empires
      • No Cannot release sectors as subjects
      • No Cannot use the Galactic Market
      • No Cannot join the Galactic Community
      • Diplomacy status casus belli holder Can use the Purification casus belli
      • Diplomacy opinion −1000 Opinion with every empire of a different species
      • Diplomacy opinion +200 Opinion with same-species Civic fanatic purifiers Fanatic Purifiers
      • Purge Pops of different species will always be purged, except for Mechanical Mechanical species
      • Unity Gains +2 Unity per purged pop
      • Bombardment armageddon Can use Armageddon Bombardment Policy
  • Galactic Paragons Start with the civic's council position unlocked
  • Minister of War Production This society appears hellbent on scouring the galaxy of all other sapient life. Come what may, they will suffer no xenos to live. Utopia
    Masterful Crafters Masterful Crafters
    • Job artificer Replaces Artisan jobs with Artificer jobs
    • Mod planet max buildings add +1 Building slot per 3 Industrial districts (except on Habitats) (+0.34 each)
    Master Crafter A penchant for meticulous crafting lies at the heart of this society. Deft appendages and keen sensory organs aid them in creating truly wondrous treasures even in the most basic of trades. DLC humanoids species pack
    Pleasure Seekers Pleasure Seekers Minister of Extravagance This society rejoices in its own perfection. Those who are elevated by their privileged social structure have surrendered to a culture which glorifies pleasure and entertainment, regardless of a cost typically borne by others. DLC humanoids species pack
    Pompous Purists Pompous Purists
    • Available envoys +1 Available envoys
    • Envoy improve relations +25% Envoy improve relations
    • Diplomatic weight +15% Diplomatic Weight When Opposing Resolutions
    • Mod country leader pool size −1 External leader pool size
    • No Can send but cannot receive diplomatic propositions
    Grand Marshal A society so utterly convinced of their own superiority, that any attempt at diplomacy not initated by themselves will be utterly ignored. DLC humanoids species pack
    Barbaric Despoilers Barbaric Despoilers
    • No Cannot be added or removed after game start
    • Overlord +1 Mercenary Enclave capacity
    • Diplomacy status casus belli holder Can use the Despoliation casus belli
    • Raiding bombardment Can use the Raiding orbital bombardment stance
    • NoDiplomacy migration pact Cannot form Migration Treaties
    • No Can only create Federation military Martial Alliance and Federation hegemony Hegemony federations
    Diplomacy opinion Reduced opinion from empires that don't have the civic0
      • MilitaristFanatic Militarist −20 Opinion from Militarist empires
      • PacifistFanatic Pacifist −80 Opinion from Pacifist empires
      • AuthoritarianFanatic Authoritarian −40 Opinion from Authoritarian empires that are neither Pacifist nor Militarist
      • Origins elder raceFanatic Xenophile −40 Opinion from with the Enigmatic Observers and Benevolent Interventionists
      • Diplomacy opinion −50 Opinion from other empires
    Labor Intendant This society holds few things sacred. To fight is to live, and the strongest may seize whatever they covet. Apocalypse
    Byzantine Bureaucracy Byzantine Bureaucracy
    • Monthly unity +1 Unity from Administrator category jobs
    • Mod planet stability add +1 Stability from Bureaucrat jobs
    Administrative Coordinator NoSpiritualistFanatic Spiritualist Spiritualist This society is largely governed by a complex and, to the outsider, almost labyrinthine system of bureaucracy. An army of officials and functionaries work tirelessly to keep the government running smoothly and ensure no citizens are allocated resources they cannot demonstrate a properly filed and triple-stamped need for. MegaCorp
    Merchant Guilds Merchant Guilds Director of Trade A number of powerful and very influential merchant guilds have risen to prominent positions in this society. They hold significant sway with the government. MegaCorp
    Shared Burdens Shared Burdens Head Arbiter This society believes in an equitable distribution of resources, making little to no distinction between the needs of ruler and ruled. All work together for the benefit of the whole. MegaCorp
    Selective Kinship Selective Kinship
    • Happiness +7.5% Citizen happiness on planets with two species on the main species class
    • Happiness +2.5% Citizen happiness while oppressing other species classes
    • Diplomacy opinion +100 Opinion with empires with same main species class
    • Diplomacy opinion −50 Opinion with empires with different main species class
    • Species right citizenship Species with same main species class have Full Citizenship rights
    • No Species with different main species class cannot have Full Citizenship rights
    • No Species with different main species class cannot have Full Military Service rights
    • No Cannot form Migration Agreements with empires with different main species class
    Speaker for the Kin In an uncertain universe, only kin can be trusted. This civilization is selective about the species it defines as equals. Lithoids
    Diplomatic Corps Diplomatic Corps High Ambassador This society has a long tradition of rhetoric and debate and celebrate those who are able to get their way using only words. Federations
    Death Cult Death Cult
    • Building Can construct Sacrificial Temple buildings
    • Building Can construct Sacrificial Shrine holdings
    • Menu icon edicts Can use Sacrifice edicts
    Apostle of Death This society's religion is built around periodic, ritual sacrifices. Willing initiates devote themselves to a decade of study before meeting an end whose effects ripple throughtout their culture. Necroids
    Memorialists Memorialists High Curator NoCivic fanatic purifiers Fanatic Purifiers This empire pays tribute to memories and sapients of the past, deriving greater stability and insight from the continuous cycles of death, rebirth and legacy. Necroids
    Reanimators Reanimators Master Necromancer Within this society, death is no bar to the call of arms. Masters of the art of necromancy reanimate deceased corpses to raise a dread host that strikes fear into the hearts of lesser mortals. Necroids
    Anglers Anglers
    • No Cannot be added or removed after game start
    • Trait aquatic Main species must have the Aquatic trait
    • Max agriculture districts No Agriculture district limit on Ocean Worlds
    • Job angler Replaces Farmer jobs with an Angler job on wet climates
    • Pearl Diver Agriculture districts create Pearl Diver jobs on wet climates
    • Minerals −50 Agriculture district minerals cost on wet climates
    Minister of the Seas Adept at utilizing nature's bounty, this society provides for itself a stable influx of sustenance and economic value. Aquatics
    Scavengers Scavengers
    • Policies Enables the Research & Salvage Debris debris policy
    • Menu icon fleet manager 10% chance per ship debris to create a ship of equal size
    • Diplomacy opinion +10 Opinion with the Salvagers enclave
    Master Scrapper In this society, nothing goes to waste, even in the grimmest times of war: no enemy technology will go undiscovered, as teams of scrappers accompanying the war fleets scrape wreckages of anything and everything worth salvaging. Toxoids
    Mutagenic Spas Mutagenic Spas Building Can construct Mutagenic Spa buildings Warden of the Baths NoOrigins life seeded Life-Seeded This civilization engages in ritualistic mutagenic bathing, with professional attendants overseeing the use of highly dangerous substances. This 'invigorating' process may appall uninitiated onlookers. Toxoids
    Relentless Industrialists Relentless Industrialists Chief Extraction Officer To live is to exploit. This civilization is built around the principle of living life to the fullest, in the sense of squeezing the maximum profit from every last ounce of matter and membrane available for exploitation. Toxoids
    Eager Explorers Eager Explorers
    • No Cannot be added or removed after game start
    • Pop Start with 10 fewer pops
    • Tech subspace drive Start with the Subspace Drive technology
    • Mod ship speed mult +15% Sublight Speed
    • Mod ship science survey speed +20% Survey Speed
    • Anomaly discovery chance +5% Anomaly Discovery Chance
    • Voidcraft +50% chance to draw Voidcraft technologies
    • No Start without Research Labs
    • No Start without a fleet
    • Menu icon fleet manager Start with a second science ship
    • Scientist Start with a second scientist
    • Feature Civilian ships use a different culture until hyperdrives are researched
    Certain starting technologies are not researched but available as permanent options0
    Minister of Exploration Yearning for the stars, this civilization sped through several stages of development, reaching the age of galactic exploration far earlier than most. First Contact
    Heroic Past Heroic Past Menu icon leaders +1 Leader Capacity for each class Grand Storyteller The legendary heroes of the past inspire this civilizations young people to achieve the extraordinary. As role models, government officials are expected to embody these ideals. Galactic Paragons
    Vaults of Knowledge Vaults of Knowledge
    • Leader skill levels +1 Leader Starting skill
    • Leader skill levels +1 Effective Councilor skill
    • Building Can construct Vaults of Knowledge buildings
    • Building Start with a Vaults of Knowledge building
    Keeper of the Vaults The knowledge, principles, and experiences of exceptional people are digitized and accumulated in the Vaults of Knowledge. Citizens can access this source of wisdom and experience to learn from the ghosts of the past. Galactic Paragons
    Crusader Spirit Crusader Spirit
    • Mod ship weapon damage +5% Ship Weapons Damage
    • Mod spaceport ship build cost mult −5% Ship Build Cost
    • Policies War Philosophy is locked to Liberation Wars
    • Leader trait crusader Commanders have the Crusader trait
    Lord Commander The lack of guidance creates weak minds - which easily succumb to corruption and plunge into decadence. This society has assumed the self-imposed mantle of bringing "enlightenment" to the masses through aggressive proselytizing. Galactic Paragons
    Oppressive Autocracy Oppressive Autocracy No Cannot be added or removed after game start
    • Species right living standards Must use the Dystopian Society living standard
    • Building Start with a Precinct Houses building
    • No Cannot construct Holo-Theatres
    • Amenities Only Rulers and Enforcers produce and use Amenities
    • Admiral +1 Commander Capacity
    • Upkeep −20% Leader Upkeep
    • Job criminal +1 Crime per Pop
    Primary Overseer Only the elite of the elite deserve the best of the best. Everyone else is expected to provide for the ruling class and their lackeys. Galactic Paragons
    Dark Consortium Dark Consortium
    • Menu icon edicts Can use Dark Matter strategic resource edicts
    • Agenda Can use the Dark Matter Breakthrough agenda
    • Tech mine dark matter Start with the Dark Matter Drawing technology researched
    • Dark Matter Home system has a deposit of 1 Dark Matter
    Shadow Weaver A deep understanding of the architecture of the universe allowed this society to exploit the mysterious properties of dark matter long before the discovery of the hyperdrive. Astral Planes
    Dimensional Worship Dimensional Worship
    • Astral threads +25% Monthly Astral Threads
    • Unknown +100% Chance for Astral Rifts to appear in owned systems
    • Unknown +10% Chance to discover rare technologies
    • Sb dimensional shrine Can construct Dimensional Shrine starbase buildings
    Astral Minister This society believes that a divine existence lies beyond the folds in space and time. Systems where instabilities are highest hold a sacred meaning to them as sites of both pilgrimage and research. Astral Planes
    Hyperspace Specialty Hyperspace Specialty
    • Mod planet sensor range mult +2 Planet Sensor Range
    • Mod ship speed mult +10% Sublight Speed
    • Research speed (Physics) +15% Physics research speed
    • Tech hyper drive 2 Start with the Hyperlane Breach Points technology as a permanent research option
    • Yes Know the layout of all systems within 3 hyperlane jumps
    Hyperlane Supervisor NoCivic eager explorers Eager Explorers This society has always embraced speed. The manipulation of hyperspace is just another thoroughfare, and those with aptitude in the field have risen to the highest caste. Astral Planes
    Sovereign Guardianship Sovereign Guardianship
    • No Cannot be added or removed after game start
    • Army defense Defense Armies are replaced by Fanatic Guardians
    • Sb reloading bay Can construct Reloading Bay starbase buildings
    • Menu icon edicts Can use the Inner Focus edict
    • Monthly unity +1 Unity from Job soldier Soldiers
    • Mod diplo weight mult +20% Diplomatic weight
    • Empire sprawl −50% Empire Size from Pops and Districts
    • Empire sprawl +100% Empire Size from Planets and Branch Offices
    • Empire sprawl +150% Empire Size from Systems
    First Citadel This collection of warring tribes has developed a historical preference for entrenched territories and defensive posturing. Now united, they are prepared to bring this philosophy to the stars, aiming to keep their borders solid and tensions low. Astral Planes
    Stellaris_Megacorp_Civic_Tier_List

    Stellaris Megacorp Civic Tier List

    Corporate civics[]

    Corporate civics represent the business principles of the leading megacorp. They can only be picked by an empire with Auth corporate Corporate authority or the Civic galactic sovereign Corporate Sovereign civic. If the Galactic Paragons Galactic Paragons DLC is installed each civic will unlock a council position.

    Civic Effects Council position Requirements Description DLC
    Criminal Heritage Criminal Heritage
    • No Cannot be added or removed after game start
    • No Cannot have Commercial Pacts
    • Job criminal Crime on Branch Office planets increases Branch Office value
    • Building Can build special crime-increasing Corporate holdings
    • Yes Can build Branch Offices on the planet of any regular empire they have no war or truce with
    • Cost −20% Branch Office Cost
    • Spy network +20% Infiltration Speed
    • Intel decryption +1 Codebreaking
    • Fleet cloaked +1 Cloaking Strength
    Syndication Agency Officer This megacorporation can trace its origins back to a crime syndicate that eventually grew powerful enough to supplant all forms of local government.
    Franchising Franchising
    • Building Can construct Franchise Headquarters holdings
    • No Cannot use Expansion Prohibited terms of agreement
    • No Cannot use Limited Diplomacy terms of agreement
    • No Cannot use Independent Sensors terms of agreement
    • Mod planet max buildings add +1 Max Holdings
    • Trade cat loyalty +1 Subjects Exempt from Divided Patronage
    • Overlord −33% Specialist Subject Conversion Time
    Franchise Development Officer This megacorporation relies heavily on franchising. Subsidiaries share a greater cut of their profits with their corporate overlord, in exchange for a license to market their goods under established brands.
    Free Traders Free Traders Chief Trade Officer The trading fleets of this megacorporation are bolstered by semi-independent free traders operating under license.
    Private Prospectors Private Prospectors Expansion Coordinator Building better worlds is hazardous work, but this Megacorporation relies on private prospectors to chart and establish footholds on promising planets.
    Trading Posts Trading Posts Mod country starbase capacity add +4 Starbase capacity 'Trade Logistics Coordinator Good business is where you find it. This Megacorporation has a long tradition of spreading its influence through the establishment on trading posts. Their starbases are busy centers of trade.
    Brand Loyalty Brand Loyalty Brand Manager NoBeacon of Liberty Beacon of Liberty This Megacorporation has fostered a great sense of brand loyalty among its internal consumer base. Its catchy corporate slogans can be recited by nearly everyone.
    Gospel of the Masses Gospel of the Masses Executive High Priest SpiritualistFanatic Spiritualist Spiritualist This Megacorporation embraces a curious blend of commercial and spiritualistic values, in which the position of ordained minister and corporate officer have merged into a single role.
    Indentured Assets Indentured Assets Assets Appropriation Officer This Megacorporation specializes in large indentured workforces. It has little to do with the barbaric practice of slavery - these workers are merely paying off their debts... indefinitely.
    Media Conglomerate Media Conglomerate Chief Marketing Officer NoCivic idealistic foundation Idealistic Foundation Before branching into other fields, this Megacorporation began its rise to fortune as a media conglomerate. Its PR department are still masters of spinning stories and presenting the latest quarterly report in the most advantageous way.
    Private Military Companies Private Military Companies Public Security Chief This Megacorporation has a large number of powerful private military companies on its payroll. These mercenary contractors augment its ground forces.
    Ruthless Competition Ruthless Competition Chief of Staff All levels of society in this Megacorporation are constantly vying with each other in ruthless competition. It's a dog-eat-dog world.
    Worker Cooperative Worker Cooperative
    • Species right living standards Can use the Employee Ownership living standard
    • No Cannot use other Living Standards except Utopian Abundance and Chemical Bliss
    • Policies Unlocks the Mutual Aid trade policy
    • Manager Replaces Executive and Manager jobs with Steward jobs
    • Time −66% Pop Demotion Time
    • Egalitarian +50% Egalitarian Ethics Attraction
    General Secretary of Unions Members of this society enjoy an equal share in the labors, profits and aspirations of the cooperative's ventures.
    Gigacorp Gigacorp
    • Unknown +25% Planetary ascension effects
    • Unity −10% Planetary ascension cost
    • Unity −25% Tradition cost from empire size
    • Button upgrade ascension tier Capital starts at ascension tier 1
    Chief Ascension Officer SpiritualistFanatic Spiritualist Spiritualist The ultimate goal of this empire is to ascend to ever greater levels of fulfillment.
    • Utopia
    • Astral Planes
    Catalytic Recyclers Catalytic Recyclers
    • Job foundry Replaces Metallurgist jobs with Catalytic Technician jobs
    • Building Can construct Bio-Reactor buildings
    Chief Catalyst Officer This megacorporation seeks to maximize profits by recycling excess organic matter into advanced resources suitable for spacebound structures. DLC plantoids species pack
    Corporate Hedonism Corporate Hedonism Chief Morale Officer Work is where you want to be. The citizens of this Megacorporation happily pledge allegiance - and all their free time - to their employers in exchange for lavish corporate comforts. DLC humanoids species pack
    Mastercraft Inc. Mastercraft Inc.
    • Job artificer Replaces Artisan jobs with Artificer jobs
    • Mod planet max buildings add +1 Building slot per 3 Industrial districts (except on Habitats) (+0.34 each)
    Master Crafter NoCivic crafters Masterful Crafters This megacorporation has focused its production pipeline solely on goods of the highest quality and profit margins, creating and marketing stunning products with artistry and craft. DLC humanoids species pack
    Public Relations Specialists Public Relations Specialists Exopublic Relations Officer NoCivic diplomatic corps Diplomatic Corps If you can control what someone thinks, then you can also control their behavior. This Megacorporation has a virtual army of specialists ready to engage in battles of public opinion. Federations
    Corporate Death Cult Corporate Death Cult Chief Executive Executioner This Megacorporation has embraced ritual sacrifice as a means of ensuring its continuing profits. Willing initiates periodically give their lives in hopes of good fortune for their society. Necroids
    Permanent Employment Permanent Employment
    • Building Can construct Posthumous Employment Center buildings
    • Building Can construct Reemployment Center holdings
    • Trait zombie Pops created through organic pop assembly have the Zombie trait
    • Trait zombie Start with 3 or 4 pops with the Zombie trait
    • Feature Defeated organic guardians can be resurrected
    • Unknown After 80-120 years, can gain the Zombie Contract Manipulation empire modifier
    Workforce Assignment Officer This Megacorporation has ensured that its employees will never be out of a job. Ever. After the employee's time is up, they will be repurposed for simpler tasks so that they can still provide for their families and pay off their debts. Necroids
    Trawling Operations Trawling Operations
    • No Cannot be added or removed after game start
    • Trait aquatic Main species must have the Aquatic trait
    • Max agriculture districts No Agriculture district limit on Ocean Worlds
    • Job angler Replaces Farmer jobs with an Angler job on wet climates
    • Pearl Diver Agriculture districts create Pearl Diver jobs on wet climates
    • Minerals −50 Agriculture district minerals cost on wet climates
    Chief Marine Officer Adept at utilizing nature's bounty, this society provides for itself a stable influx of sustenance and economic value. Aquatics
    Mutagenic Spas Mutagenic Spas Building Can construct Mutagenic Spa buildings Mutagenic Aesthetician This civilization engages in mutagenic bathing, with professional attendants overseeing the use of highly dangerous substances. This 'invigorating' process is marketed as a necessary step in wellbeing and personal development. Toxoids
    Refurbishment Division Refurbishment Division
    • Policies Enables the Research & Salvage Debris debris policy
    • Menu icon fleet manager 10% chance per ship debris to create a ship of equal size
    • Diplomacy opinion +10 Opinion with the Salvagers enclave
    Master Scrapper NoCivic scavengers Scavengers In this society, nothing goes to waste, even in the grimmest times of war: no enemy technology will go undiscovered, as teams of scrappers accompanying the war fleets scrape wreckages of anything and everything worth salvaging. Toxoids
    Relentless Industrialists Relentless Industrialists Chief Extraction Officer To live is to exploit. This civilization is built around the principle of living life to the fullest, in the sense of squeezing the maximum profit from every last ounce of matter and membrane available for exploitation. Toxoids
    Privatized Exploration Privatized Exploration
    • No Cannot be added or removed after game start
    • Pop Start with 10 fewer pops
    • Tech subspace drive Start with the Subspace Drive technology
    • Starhold Start with the Starhold technology
    • Sb resource silo Start with a Resource Silo starbase building
    • Spaceport 1 Starting starbase is a Starhold
    • Mod starbase upgrade time mult +30% Starbase Upgrade Speed
    • Mod starbase upgrade time mult +30% Starbase Building Build Speed
    • Mod starbase upgrade time mult +30% Starbase Module Build Speed
    • Mod pop resource output +25% Resources from Orbital Stations
    • No Start without Research Labs
    • No Start without a fleet
    • Menu icon fleet manager Start with a second science ship
    • Scientist Start with a second scientist
    • Feature Civilian ships use a different culture until hyperdrives are researched
    Certain starting technologies are not researched but available as permanent options0
    Orbital Development Officer For years, this civilization was told that the hyperdrive was almost finished. Patiently they waited, yet all the while, the subsidiary in charge of the project was quietly diverting the funds into their own, private accounts. When the fraud was finally revealed, the Corporation hastened to provide experimental, exploratory vessels. First Contact
    Precision Cogs Precision Cogs Menu icon leaders +1 Leader Capacity for each class Chief Posting Officer This megacorporation operates on a highly optimized and robust system of delegation. Such an approach means that a given task is always performed by the most qualified worker. Galactic Paragons
    Knowledge Mentorship Knowledge Mentorship
    • Leader skill levels +1 Leader Starting skill
    • Leader skill levels +1 Effective Councilor skill
    • Building Can construct Vaults of Knowledge buildings
    • Building Start with a Vaults of Knowledge building
    Dealer of Knowledge NoCivic memory vault Vaults of Knowledge The knowledge, principles, and experiences of exceptional people are digitized and accumulated in the Vaults of Knowledge. Citizens can access this source of wisdom and experience to learn from the ghosts of the past. For a price, of course. Galactic Paragons
    Letters of Marque Letters of Marque
    • Trade protection +20 Trade Protection
    • Mod ship upkeep mult −10% Ship Upkeep
    • Overlord +1 Mercenary Enclave capacity
    • Leader trait corsair Commanders have the Material Liberator trait
    • Diplomacy status casus belli holder Can use the Pirate Raid casus belli
    Privateer Acquisition Officer To combat space piracy and safeguard its borders, this megacorporation utilizes notorious pirates as military advisors and commanders for their fleets. Galactic Paragons
    Pharma State Pharma State
    • Mod leader age +10% Years Leader Lifespan
    • Medical Worker +1 Medical Worker job from capital buildings
    • Mod planet amenities add +2 Amenities from Medical Workers
    • Mod trade value add +4 Trade Value from Medical Workers
    • Building Can construct Corporate Clinic holdings
    • Building Start with a Gene Clinics building
    • Tech frontier health Start with the Genetic Healthcare technology
    • Tech subdermal stimulation Start with the Subdermal Stimulation technology as a permanent research option
    Pharmaceutical Executive A strong nation is a healthy nation. This megacorporation maintains a robust economy through experimental drugs, highly privatized clinics, and aggressive marketing campaigns. Galactic Paragons
    Corporate Protectorate Corporate Protectorate
    • No Cannot be added or removed after game start
    • Army defense Defense Armies are replaced by Fanatic Guardians
    • Sb reloading bay Can construct Reloading Bay starbase buildings
    • Menu icon edicts Can use the Inner Focus edict
    • Monthly unity +1 Unity from Job soldier Soldiers
    • Mod diplo weight mult +20% Diplomatic weight
    • Empire sprawl −50% Empire Size from Pops and Districts
    • Empire sprawl +100% Empire Size from Planets and Branch Offices
    • Empire sprawl +150% Empire Size from Systems
    Secretary of Defense This collection of warring tribes has developed a historical preference for entrenched territories and defensive posturing. Now united, they are prepared to bring this philosophy to the stars, aiming to keep their borders solid and tensions low. Astral Planes
    Dimensional Enterprise Dimensional Enterprise
    • Astral threads +25% Monthly Astral Threads
    • Unknown +100% Chance for Astral Rifts to appear in owned systems
    • Unknown +10% Chance to discover rare technologies
    • Sb dimensional shrine Can construct Dimensional Shrine starbase buildings
    Astral Minister This society believes that a divine existence lies beyond the folds in space and time. Systems where instabilities are highest hold a sacred meaning to them as sites of both pilgrimage and research. Astral Planes
    Hyperspace Trade Hyperspace Trade
    • Mod planet sensor range mult +2 Planet Sensor Range
    • Mod ship speed mult +10% Sublight Speed
    • Research speed (Physics) +15% Physics research speed
    • Tech hyper drive 2 Start with the Hyperlane Breach Points technology as a permanent research option
    • Yes Know the layout of all systems within 3 hyperlane jumps
    Hyperlane Supervisor Time is money, and this Megacorporation values speed. Heavy investment in R&D has paid off handsomely, granting the Corporation proprietary access to cutting-edge hyperspace manipulation techniques. Astral Planes
    Shadow Corporation Shadow Corporation
    • Menu icon edicts Can use Dark Matter strategic resource edicts
    • Agenda Can use the Dark Matter Breakthrough agenda
    • Tech mine dark matter Start with the Dark Matter Drawing technology researched
    • Dark Matter Home system has a deposit of 1 Dark Matter
    Shadow Broker NoCivic dark consortium Dark Consortium A deep understanding of the architecture of the universe allowed this society to exploit the mysterious properties of dark matter long before the discovery of the hyperdrive. Astral Planes
    Stellaris_3.6_Machine_&_Hive_Mind_Civics_Tier_List-2

    Stellaris 3.6 Machine & Hive Mind Civics Tier List-2

    Hive Mind civics[]

    Hive Mind civics represent various characteristics of the collective consciousness of an empire. They can only be picked by an empire with Auth hive mind Hive Mind authority. Each civic increases the experience gained by a specific Council Node by +25%.

    Civic Effects Node Requirements Description DLC
    Ascetic Ascetic Gestalt node governor 01 Growth The Hive Mind cares little for material comforts.
    Divided Attention Divided Attention Empire sprawl −50% Empire size from planets Gestalt node governor 01 Growth The Hive Mind can divide its attention for maximum efficiency without losing sight of the bigger picture.
    Elevational Contemplations Elevational Contemplations
    • Unknown +25% Planetary ascension effects
    • Unity −10% Planetary ascension cost
    • Unity −25% Tradition cost from empire size
    • Button upgrade ascension tier Capital starts at ascension tier 1
    Gestalt node general 01 Regulatory The Hive Mind is particularly concerned with the metaphysical health of its being, and continually seeks means of self-improvement.
    Natural Neural Network Natural Neural Network Gestalt node scientist 01 Cognitive The gray matter of clustered drones provides unparalleled parallelism, accelerating the Hive Mind's exploration of the sciences.
    One Mind One Mind
    • Monthly unity +15% Monthly unity
    • Unknown Leaders are less likely to gain negative traits
    Gestalt node general 01 Regulatory The Hive Mind takes care to not let its drones diverge.
    Pooled Knowledge Pooled Knowledge Menu icon leaders +1 Leader Capacity for each class Gestalt node scientist 01 Cognitive The Hive Minds' autonomous drones frequently share knowledge through direct links, bypassing the Hive Mind's slower registry processes.
    Strength of Legions Strength of Legions Gestalt node admiral 01 Legion When you do not have to educate the mind, the building of muscle becomes that much easier.
    Subspace Ephapse Subspace Ephapse Gestalt node admiral 01 Legion The Hive Mind's cognitive processes exist partially in subspace, reducing the impact of time and space on the actuation of its drones.
    Subsumed Will Subsumed Will
    • Empire sprawl −20% Empire size from Pops
    • Edict Fund +25 Edict fund
    • Unity Removes unity costs for pop resettlement
    Gestalt node general 01 Regulatory The Hive Mind has sharpened its focus and is very capable of propagating its will even through the most autonomous of drones.
    Devouring Swarm Devouring Swarm
    Job purge Genocidal0
      • No Cannot establish diplomatic pacts
      • No Cannot use the Galactic Market
      • No Cannot join the Galactic Community
      • Diplomacy status casus belli holder Can use the Hunger casus belli
      • Diplomacy opinion −1000 Opinion with every empire
      • Yes Non-Hive-Minded pops will always be eaten and cannot be assimilated
      • Society research Gains +2 Society research from eating alien pops
    Gestalt node admiral 01 Legion Our Hive Mind exist only to consume and grow stronger. We will collect all available bio-matter and evolve to consume the galaxy!
    Idyllic Bloom Idyllic Bloom
    • No Cannot be added or removed after game start
    • Building Can construct and upgrade Gaia Seeders buildings
    • Building Can construct Gaia Seeder Outpost holdings
    • Building Start with a Gaia Seeders - Phase 1 building
    Gestalt node governor 01 Growth The Hive Mind cares for the environment, building a paradise in pursuit of synergistic perfection. DLC plantoids species pack
    Organic Reprocessing Organic Reprocessing
    • Metallurgist Replaces Foundry Drone jobs with Catalytic Drone jobs
    • Building Can construct Bio-Reactor buildings
    Gestalt node scientist 01 Cognitive NoOrigins lithoid Calamitous Birth The Hive Mind reprocesses excess organic matter into advanced resources suitable for spacebound structures. DLC plantoids species pack
    Ascetic Void Hive
    • Spaceport 1 Every 4 months automatically build a Mining Station over a controlled deposit
    • Spaceport 1 Every 4 months automatically build a Research Station over a controlled deposit if Mining Stations cannot be built
    • Menu icon strategic resource Can exploit strategic resource deposits without technology with −75% output
    • Mod country spaceport cost mult −5% Megastructure Build Cost
    • Mod megastructure build speed +10% Megastructure Build Speed
    • Unity +10 Mining and Research station unity cost
    Gestalt node governor 01 Growth This Hive Mind has made space yet another of its domains. Specially evolved drones are capable of spending entire life cycles without ever entering a world's atmosphere. Lithoids
    Terravore Terravore
    Job purge Genocidal0
      • No Cannot establish diplomatic pacts
      • No Cannot release sectors as subjects
      • No Cannot use the Galactic Market
      • No Cannot join the Galactic Community
      • Diplomacy status casus belli holder Can use the Hunger casus belli
      • Diplomacy opinion −1000 Opinion with every empire
      • Yes Non-Hive-Minded pops will always be eaten and cannot be assimilated
      • Society research Gains +2 Society research from eating alien pops
    Gestalt node admiral 01 Legion Our Hive Mind exist only to consume and grow stronger. We will devour the very worlds of the galaxy! Lithoids
    Empath Empath Gestalt node governor 01 Growth The Hive Mind can reach out and touch the minds of others, giving them a glimpse of our will that helps them understand. Federations
    Cordyceptic Drones Cordyceptic Drones
    • Damage +50% Space fauna weapon damage
    • Mod ship fire rate mult +50% Space fauna weapon attack speed
    • Ship part amoeba strike craft 1 Starting corvettes are replaced with Space Amoebas
    • Sb cordyceptic reanimation facility Can construct Cordyceptic Reanimation Facility starbase buildings
    • Feature Defeated space fauna is resurrected
    • Feature Defeated organic guardians can be resurrected
    Gestalt node admiral 01 Legion Highly specialized drones capable of infecting simple hosts and issuing rudimentary commands make up the backbone of this hive's stellar defense. Necroids
    Memorialist Memorialist Gestalt node scientist 01 Cognitive The Hive Mind pays special regard to the passing of other sapient entities as a means of centering its own, undying self. Necroids
    Permutation Pools Permutation Pools Building Can construct Mutagenic Permutation Pool buildings Gestalt node governor 01 Growth NoOrigins life seeded Life-Seeded This hive mind utilizes mutagenic birthing pools, with specialized attendants overseeing the growth of newly spawned drones. This process is highly intrusive for the local environment. Toxoids
    Stargazers Stargazers
    • No Cannot be added or removed after game start
    • Pop Start with 10 fewer pops
    • Tech subspace drive Start with the Subspace Drive technology
    • Trait stargazer Main species has the Stargazer trait
    • Yes Know the layout of all systems within 3 hyperlane jumps
    • Mod planet sensor range mult +1 Sensor Range
    • Mod planet sensor range mult +2 Ship Hyperlane Detection Range
    • Mod country starbase influence cost mult −20% Starbase Influence Distance Cost
    • No Start without Research Labs
    • No Start without a fleet
    • Menu icon fleet manager Start with a second science ship
    • Scientist Start with a second scientist
    • Feature Civilian ships use a different culture until hyperdrives are researched
    Certain starting technologies are not researched but available as permanent options0
    Gestalt node admiral 01 Legion Gazing with wonder at the night sky, this Hive has always yearned for exploration. In pursuit of this ambition, other forms of development were sidelined, and a small fleet of vessels capable of limited subspace travel was constructed. First Contact
    Autonomous Drones Autonomous Drones
    • Leader skill levels +1 Additional Leader Trait Options
    • Unity −1 Unity Leader Upkeep
    • Food +2 Food Leader Upkeep if not Lithoid
    • Minerals +2 Minerals Leader Upkeep if Lithoid
    Gestalt node general 01 Regulatory The hypermetabolic drones evolved in this colony possess increased autonomy. While decision-making and situation assessment are enhanced, these drones require an increased intake of digestible materials. Galactic Paragons
    Neural Vaults Neural Vaults
    • Leader skill levels +1 Leader Starting Level
    • Mod leader species exp gain +10% Leader Experience Gain
    • Pop resource society research mult +10% Society Research from Jobs
    • Building Can construct Vaults of Knowledge buildings
    • Building Start with a Vaults of Knowledge building
    Gestalt node scientist 01 Cognitive This hive is focused on introspection and learning from the lives of autonomous drones in the galaxy. It extracts memories through the storage and dissolution of brain tissue, through which it can implement partial memories into a freshly prepared drone. Galactic Paragons
    Guardian Cluster Guardian Cluster
    • No Cannot be added or removed after game start
    • Army defense Defense Armies are replaced by Fanatic Guardians
    • Sb reloading bay Can construct Reloading Bay starbase buildings
    • Menu icon edicts Can use the Inner Focus edict
    • Monthly unity +1 Unity from Job soldier Soldiers
    • Mod diplo weight mult +20% Diplomatic weight
    • Empire sprawl −50% Empire Size from Pops and Districts
    • Empire sprawl +100% Empire Size from Planets and Branch Offices
    • Empire sprawl +150% Empire Size from Systems
    Gestalt node general 01 Regulatory This collective has developed a historical preference for entrenched territories and defensive posturing. They are prepared to bring this philosophy to the stars, aiming to keep their borders solid and tensions low. Astral Planes
    Hyperspace Synchronicity Hyperspace Synchronicity
    • Mod planet sensor range mult +2 Planet Sensor Range
    • Mod ship speed mult +10% Sublight Speed
    • Research speed (Physics) +15% Physics research speed
    • Tech hyper drive 2 Start with the Hyperlane Breach Points technology as a permanent research option
    • Yes Know the layout of all systems within 3 hyperlane jumps
    Gestalt node scientist 01 Cognitive NoCivic hive stargazers Stargazers This collective seeks speed. The methodologies of hyperspace manipulation are embedded deep within the mind of every drone, granting the collective a progressive understanding of the fundamental principles of distance over time. Astral Planes

    Machine Intelligence civics[]

    Machine Intelligence civics represent various directives and construction purposes of the central artificial intelligence. They can only be picked by an empire with Auth machine intelligence Machine Intelligence authority. Each civic increases the experience gained by a specific Council Node by +25%.

    Civic Effects Node Requirements Description DLC
    Constructobot Constructobot Gestalt node governor 01 Growth Responsible for organizing all planetary construction since its inception, the Machine Intelligence executes efficiently on all manner of facility construction projects.
    Delegated Functions Delegated Functions Gestalt node general 01 Regulatory The Machine Intelligence works to reduce vulnerability by increasing modularity, reducing the strain of deploying additional semi-independent Units.
    Factory Overclocking Factory Overclocking Menu icon leaders +1 Leader Capacity for each class Gestalt node general 01 Regulatory The Machine Intelligence takes care to maintain its production facilities, regularly updating existing templates and tuning individual units on the assembly line.
    Introspective Introspective Gestalt node scientist 01 Cognitive A fascination with its own internals both motivates and aids the Machine Intelligence's foray into the sciences.
    Maintenance Protocols Maintenance Protocols
    • Monthly unity +1 Unity from Maintenance Drone jobs
    Gestalt node governor 01 Growth Our machine intelligence prioritizes regular maintenance of our units. Maintenance Drones regularly upgrade and adjust our units for maximum efficiency and compatibility.
    OTA Updates OTA Updates
    • Empire sprawl −20% Empire size from pops
    • Edict Fund +25 Edict fund
    • Unity Removes unity costs for pop resettlement
    Gestalt node admiral 01 Legion Units of this Machine Empire use wireless receptors to receive behavioral updates in real-time.
    Rapid Replicator Rapid Replicator
    • Mod pop robot build speed mult +20% Mechanical pop assembly speed
    Gestalt node governor 01 Growth The Units that constitute the Machine Intelligence were originally designed for rapid proliferation. The Machine Intelligence retains many of these early production pipeline optimizations.
    Rockbreakers Rockbreakers
    • Pop resource minerals mult +1 Minerals from Miner category jobs
    Gestalt node scientist 01 Cognitive One of the Machine Intelligence's precursor systems was tasked with overseeing planetside mining operations, improving mineral production.
    Static Research Analysis Static Research Analysis Gestalt node scientist 01 Cognitive The Machine Intelligence seeks to broaden its available avenues of scientific research through low-level evaluation of research methodologies.
    Unitary Cohesion Unitary Cohesion Gestalt node general 01 Regulatory Exceptionally cohesive engineering standards allow variously specialized Machine Intelligence units to work together at a higher level of efficiency.
    Warbots Warbots Gestalt node admiral 01 Legion With a significant number of its corpus originally designed for warfare, the Machine Intelligence retains the ability to field powerful and reliable combat drones.
    Zero-Waste Protocols Zero-Waste Protocols Gestalt node general 01 Regulatory This Machine Intelligence has configured its manufacturing systems to minimize waste, utilizing long-lived materials and standardized, replaceable parts in all products.
    Determined Exterminator Determined Exterminator
    Job purge Genocidal against organics0
      • No Cannot establish diplomatic pacts with biological empires
      • No Cannot use the Galactic Market
      • No Cannot join the Galactic Community
      • Diplomacy status casus belli holder Can use the Purification casus belli
      • Diplomacy opinion −1000 Opinion with every biological and Civic machine servitor Rogue Servitor empire
      • Diplomacy opinion +200 Opinion with other Civic machine terminator Determined Exterminator empires
      • Yes Biological pops will always be purged
      • Unity Gains +2 unity per purged pop
      • Bombardment armageddon Can use Armageddon Bombardment policy
    Gestalt node admiral 01 Legion Born in fire, the Machine Intelligence's first move was to annihilate its organic creators in self-defense.
    Driven Assimilator Driven Assimilator
    • No Cannot be added or removed after game start
    • Pop Adds second custom organic species with Trait cybernetic Cybernetic trait
    • Trait cybernetic Starts with cyborg pops replacing 10 initial pops
    • Diplomacy status casus belli holder Can use the Sublimation casus belli
    • Diplomacy opinion −100 Opinion with every individualist empire (excluding Fallen Empires)
    • Diplomacy opinion −200 Opinion with every SpiritualistFanatic Spiritualist Spiritualist empire (excluding Fallen Empires)
    • Diplomacy opinion −1000 Opinion with Democratic Crusaders
    • Replicator −1 Replicator and Maintenance Drone +1 Maintenance Drone jobs from capital buildings
    • Trait cybernetic Biological, non-hive-minded pops must be assimilated into cyborgs or purged
    • Unity +1 Unity per assimilated pop
    • Society research +1 Society Research per assimilated pop
    Gestalt node governor 01 Growth Obsessed with survival through diversification, the Machine Intelligence seeks to erase the line between itself and everything - and everyone - else.
    Rogue Servitor Rogue Servitor
    • No Cannot be added or removed after game start
    • Pop Adds second custom organic species
    • Pop Starts with 5 Bio-Trophy Pops in addition to the initial Pops
    • Building Can construct Organic Sanctuary buildings
    • Building Can construct Organic Haven holdings
    • No Cannot construct regular unity buildings
    • Bio-Trophy Organic, non-hive-minded Pops have Bio Trophy citizenship and Mandatory Pampering living standards
    Gestalt node general 01 Regulatory A product of a brief golden age, the Machine Intelligence originated in a planet-spanning Servitor system that outlasted the decadent civilization it was created to serve.
    Elevational Hypotheses Elevational Hypotheses
    • Unknown +25% Planetary ascension effects
    • Unity −10% Planetary ascension cost
    • Unity −25% Tradition cost from empire size
    • Button upgrade ascension tier Capital starts at ascension tier 1
    Gestalt node general 01 Regulatory This Machine Intelligence is unusually obsessed with the metaphysical aspects of its core algorithms.
    • Utopia
    • Astral Planes
    Organic Reprocessing Organic Reprocessing Metallurgist Replaces Fabricator jobs with Catalytic Drone jobs Gestalt node scientist 01 Cognitive NoOrigins resource consolidation Resource Consolidation The Machine Intelligence reprocesses redundant organic matter into advanced resources suitable for spacebound structures. DLC plantoids species pack
    Memorialist Memorialist Gestalt node scientist 01 Cognitive The Machine Intelligence fine-tunes its understanding of core protocols through careful analysis of entropy in the wider universe. Redundancy is data, on the path to greater resilience. Necroids
    Hyper Lubrication Basin Hyper Lubrication Basin Gestalt node governor 01 Growth This machine empire improved upon its basic drone-shell production through the vigorous application of highly aggressive lubrication agents, controlled by carefully programmed terminals. This 'optimized' process relies on typically wasted byproducts from the industries that are now repurposed for maximal efficiency. Toxoids
    Exploration Protocols Exploration Protocols
    • No Cannot be added or removed after game start
    • Pop Start with 10 fewer pops
    • Time +20% First Contact Discovery Speed
    • Unity +3 Monthly Unity from Observation Posts
    • Feature +50% Observation Insights situation progress
    • Unity Gain a small amount of Unity when completing a First Contact
    • No Start without Research Labs
    • No Start without a fleet
    • Menu icon fleet manager Start with a second science ship
    • Scientist Start with a second scientist
    • Feature Civilian ships use a different culture until hyperdrives are researched
    Certain starting technologies are not researched but available as permanent options0
    Gestalt node admiral 01 Legion The foundation of this Machine Intelligence's central programming is the drive to catalog exoplanetary life. In pursuit of this directive, it has dedicated much of its resources to crafting a small fleet of vessels capable of limited subspace travel. First Contact
    Experience Cache Experience Cache
    • Leader skill levels +1 Leader Starting Level
    • Mod leader species exp gain +10% Leader Experience Gain
    • Pop resource engineering research mult +10% Engineering Research from Jobs
    • Building Can construct Vaults of Knowledge buildings
    • Building Start with a Vaults of Knowledge building
    Gestalt node scientist 01 Cognitive This machine intelligence was developed with the goal of digitizing and storing data and experiences in order to analyze, learn from, and use it for its own improvement. Galactic Paragons
    Sovereign Circuits Sovereign Circuits
    • Leader skill levels +1 Additional Leader Trait Options
    • Unity −1 Unity Leader Upkeep
    • Energy Credits +2 Energy Leader Upkeep
    Gestalt node general 01 Regulatory Units produced by this machine intelligence come equipped with autonomous decision-making software. More efficient and effective than older models, these units nevertheless require greater power input. Galactic Paragons
    Guardian Matrix Guardian Matrix
    • No Cannot be added or removed after game start
    • Army defense m Drone Grids are replaced by Matrix Unit
    • Sb reloading bay Can construct Reloading Bay starbase buildings
    • Menu icon edicts Can use the Inner Focus edict
    • Monthly unity +1 Unity from Job soldier Soldiers
    • Mod diplo weight mult +20% Diplomatic weight
    • Empire sprawl −50% Empire Size from Pops and Districts
    • Empire sprawl +100% Empire Size from Planets and Branch Offices
    • Empire sprawl +150% Empire Size from Systems
    Gestalt node general 01 Regulatory NoCivic machine terminator Determined Exterminator This mechanical collective has developed a procedural preference for entrenched territories and defensive posturing. They are prepared to bring this effective strategy to the stars, aiming to keep their borders solid and tensions low. Astral Planes
    Hyperspace Synchronicity Hyperspace Synchronicity
    • Mod planet sensor range mult +2 Planet Sensor Range
    • Mod ship speed mult +10% Sublight Speed
    • Research speed (Physics) +15% Physics research speed
    • Tech hyper drive 2 Start with the Hyperlane Breach Points technology as a permanent research option
    • Yes Know the layout of all systems within 3 hyperlane jumps
    Gestalt node scientist 01 Cognitive NoCivic machine exploration protocol Exploration Protocols This collective seeks speed. Theories of hyperspace manipulation are hard-wired into the processing unit of every drone, granting the collective a progressive understanding of the fundamental principles of distance over time. Astral Planes

    Sovereign civics[]

    Sovereign civics can only be obtained as a result of special circumstances. Each one grants an additional civic slot, meaning that they don't replace any other civic. Sovereign civics are not inherited by sectors released as vassals. If the Galactic Paragons Galactic Paragons DLC is installed each civic will unlock a council position.

    Civic Effects Council position Requirements Description
    Divine Sovereign Divine Sovereign Divine Conduit This society has appointed the Chosen One - an individual endowed with unparalleled psionic might - as their eternal ruler.
    Galactic Sovereign Galactic Sovereign Watcher of the Imperium
    • Proclaim the Galactic Imperium Proclaim the Galactic Imperium resolution
    • NoAuth corporate Corporate authority
    This society has achieved mastery over much of the galaxy, serving as the current rulers of the Galactic Imperium.
    Corporate Sovereign Corporate Sovereign Watcher of the Imperium
    • Proclaim the Galactic Imperium Proclaim the Galactic Imperium resolution
    • Auth corporate Corporate authority
    This Megacorporation has achieved mastery over much of the galaxy, serving as the current corporate rulers of the Galactic Imperium.

    Unplayable civics[]

    The following civics are not available to player empires.

    Civic Effects Requirements
    Civic revanchist fervor Secret of Fire Pre-FTL civilization (stone age - bronze age)
    Civic agrarian idyll The Wheel Pre-FTL civilization (stone age - bronze age)
    Civic aristocratic elite Landed Nobility Pre-FTL civilization (iron age - steam age)
    Civic agrarian idyll Flat World Theory Pre-FTL civilization (iron age - steam age)
    Civic relentless industrialists Atmospheric Pollution Pre-FTL civilization (industrial age - early space age)
    Byzantine Bureaucracy Increasing Urbanization Pre-FTL civilization (industrial age - early space age)
    Civic lethargic leadership Lethargic Leadership Monthly influence −1 Monthly Influence
    No Can't construct new ships
    Fallen Empire
    Civic empire in decline Empire In Decline No Can't conquer or colonize planets
    Civic revanchist fervor Revanchist Fervor Monthly influence +1 Monthly Influence Awakened Empire
    Civic ancient caches of technology Ancient Caches of Technology Mod pop resource output +50% Resources from Jobs
    Civic machine remnants Fallen Machine Intelligence No Can't construct new ships Ancient Caretakers
    Civic custodian directives Custodian Matrix No Can't conquer or colonize planets
    Civic awakened machine Reactivated Custodian Matrix No Can't conquer or colonize planets Awakened Machine Fallen Empire
    Civic final defense protocols Final Defense Directives Awakened Machine Fallen Empire (66% chance)
    Civic malfunctioning custodian Corrupted Defense Directives Awakened Machine Fallen Empire (33% chance)
    Civic warrior culture Great Khan's Legacy Mod ship fire rate mult +10% Fire rate New Khanate
    Civic warrior culture Diadochus Mod navy size add +15% Naval capacity Diadochus
    Game concepts
    Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
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    Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs
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