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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 Galactic Administration technology or its equivalent. Civics can be changed every 20 years by reforming the government spending 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 or Corporate empire, and are heavily influenced by the empire ethics and authority type. If the 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 +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
  • +1 Housing from Generator, Mining and Agriculture districts
  • −1 Housing from City Districts
  • −5 Housing from City Segments
  • +2 Amenities from Farmers, Anglers, and Pearl Divers
  • +1 Building slot per every 4 Agriculture districts (+0.25 each)
  • Can research the Agrarian Utopias technology
  • Cannot research the Anti-Gravity Engineering technology
  • Arcology 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 Fanatic 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 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
  • +5% Subject naval capacity contribution
  • +25 Subjugation acceptance
  • +1 Subjects exempt from Divided Patronage
  • Can always Propose Subjugation
  • Cannot use Expansion Prohibited terms of agreement
  • Cannot use Limited Diplomacy terms of agreement
  • 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 +10% Citizen pop happiness Tribune of Rights Fanatic 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
  • +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
  • 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
    • +1 Additional leader trait options
    • +10% Specialist pop resource output
    Principal Instructor Democratic or 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 Fanatic Militarist Militarist A strong sense of nationalistic pride permeates all layers of this society.
    Parliamentary System Parliamentary System
    • +40% Faction unity gain
    • Factions will form within 3 months
    Speaker of Parliament 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 +5 Effective Ruler skill Lord Chancellor 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
    • +5 Stability
    • Monthly unity +1 Unity from Enforcers and Telepaths
    Chief of Secret Police Fanatic 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
    • −75% Election Cost
    • +10% Ruler pop resource output
    • +1 Codebreaking
    Shadow Councilor Imperial 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
    • +1 Research alternatives
    • Capital Buildings replace some Politician jobs with Science Director jobs
    • Scientists start with a random Expertise trait
    • 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 Fanatic 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
    • +25% Planetary ascension effects
    • −10% Planetary ascension cost
    • −25% Tradition cost from empire size
    • Capital starts at ascension tier 1
    Minister of Ascension Fanatic Spiritualist Spiritualist The ultimate goal of this empire is to ascend to ever greater levels of fulfillment.
    Catalytic Processing Catalytic Processing
    • Replaces Metallurgist jobs with Catalytic Technician jobs
    • Building Can construct Bio-Reactor buildings
    Principal Catalyst 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.
    Idyllic Bloom Idyllic Bloom
    • 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
    • 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.
    Fanatic Purifiers Fanatic Purifiers
    Genocidal0
      • Cannot establish diplomatic pacts with alien empires
      • Cannot release sectors as subjects
      • Cannot use the Galactic Market
      • Cannot join the Galactic Community
      • Can use the Purification casus belli
      • −1000 Opinion with every empire of a different species
      • +200 Opinion with same-species Fanatic Purifiers
      • Pops of different species will always be purged, except for Mechanical Mechanical species
      • Gains +2 Unity per purged pop
      • Can use Armageddon Bombardment Policy
  • 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.
    Masterful Crafters Masterful Crafters
    • Replaces Artisan jobs with Artificer jobs
    • +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.
    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.
    Pompous Purists Pompous Purists
    • Available envoys +1 Available envoys
    • Envoy improve relations +25% Envoy improve relations
    • +15% Diplomatic Weight When Opposing Resolutions
    • −1 External leader pool size
    • 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.
    Barbaric Despoilers Barbaric Despoilers
    • Cannot be added or removed after game start
    • Overlord +1 Mercenary Enclave capacity
    • Can use the Despoliation casus belli
    • Can use the Raiding orbital bombardment stance
    • Cannot form Migration Treaties
    • Can only create Martial Alliance and Hegemony federations
    Reduced opinion from empires that don't have the civic0
      • Fanatic Militarist −20 Opinion from Militarist empires
      • Fanatic Pacifist −80 Opinion from Pacifist empires
      • Fanatic Authoritarian −40 Opinion from Authoritarian empires that are neither Pacifist nor Militarist
      • Fanatic Xenophile −40 Opinion from with the Enigmatic Observers and Benevolent Interventionists
      • −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.
    Byzantine Bureaucracy Byzantine Bureaucracy
    • Monthly unity +1 Unity from Administrator category jobs
    • +1 Stability from Bureaucrat jobs
    Administrative Coordinator Fanatic 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.
    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.
    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.
    Selective Kinship Selective Kinship
    • +7.5% Citizen happiness on planets with two species on the main species class
    • +2.5% Citizen happiness while oppressing other species classes
    • +100 Opinion with empires with same main species class
    • −50 Opinion with empires with different main species class
    • Species with same main species class have Full Citizenship rights
    • Species with different main species class cannot have Full Citizenship rights
    • Species with different main species class cannot have Full Military Service rights
    • 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.
    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
    • 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.
    Memorialists Memorialists High Curator 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.
    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.
    Anglers Anglers
    • Cannot be added or removed after game start
    • Main species must have the Aquatic trait
    • Max agriculture districts No Agriculture district limit on Ocean Worlds
    • Replaces Farmer jobs with an Angler job on wet climates
    • Pearl Diver Agriculture districts create Pearl Diver jobs on wet climates
    • −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.
    Scavengers Scavengers
    • Policies Enables the Research & Salvage Debris debris policy
    • 10% chance per ship debris to create a ship of equal size
    • +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.
    Mutagenic Spas Mutagenic Spas Building Can construct Mutagenic Spa buildings Warden of the Baths 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.
    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.
    Eager Explorers Eager Explorers
    • Cannot be added or removed after game start
    • Start with 10 fewer pops
    • Start with the Subspace Drive technology
    • +15% Sublight Speed
    • +20% Survey Speed
    • +5% Anomaly Discovery Chance
    • +50% chance to draw Voidcraft technologies
    • Start without Research Labs
    • Start without a fleet
    • Start with a second science ship
    • 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 +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.
    Vaults of Knowledge Vaults of Knowledge
    • +1 Leader Starting skill
    • +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.
    Crusader Spirit Crusader Spirit
    • +5% Ship Weapons Damage
    • −5% Ship Build Cost
    • Policies War Philosophy is locked to Liberation Wars
    • 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.
    Oppressive Autocracy Oppressive Autocracy Cannot be added or removed after game start
    • Must use the Dystopian Society living standard
    • Building Start with a Precinct Houses building
    • Cannot construct Holo-Theatres
    • Only Rulers and Enforcers produce and use Amenities
    • +1 Commander Capacity
    • Upkeep −20% Leader Upkeep
    • +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.
    Dark Consortium Dark Consortium
    • Can use Dark Matter strategic resource edicts
    • Agenda Can use the Dark Matter Breakthrough agenda
    • Start with the Dark Matter Drawing technology researched
    • 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.
    Dimensional Worship Dimensional Worship
    • +25% Monthly Astral Threads
    • +100% Chance for Astral Rifts to appear in owned systems
    • +10% Chance to discover rare technologies
    • 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.
    Hyperspace Specialty Hyperspace Specialty
    • +2 Planet Sensor Range
    • +10% Sublight Speed
    • Research speed (Physics) +15% Physics research speed
    • Start with the Hyperlane Breach Points technology as a permanent research option
    • Know the layout of all systems within 3 hyperlane jumps
    Hyperlane Supervisor 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.
    Sovereign Guardianship Sovereign Guardianship
    • Cannot be added or removed after game start
    • Defense Armies are replaced by Fanatic Guardians
    • Can construct Reloading Bay starbase buildings
    • Can use the Inner Focus edict
    • Monthly unity +1 Unity from Soldiers
    • +20% Diplomatic weight
    • −50% Empire Size from Pops and Districts
    • +100% Empire Size from Planets and Branch Offices
    • +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.
    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 Corporate authority or the Corporate Sovereign civic. If the Galactic Paragons DLC is installed each civic will unlock a council position.

    Civic Effects Council position Requirements Description DLC
    Criminal Heritage Criminal Heritage
    • Cannot be added or removed after game start
    • Cannot have Commercial Pacts
    • Crime on Branch Office planets increases Branch Office value
    • Building Can build special crime-increasing Corporate holdings
    • Can build Branch Offices on the planet of any regular empire they have no war or truce with
    • Cost −20% Branch Office Cost
    • +20% Infiltration Speed
    • +1 Codebreaking
    • +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
    • Cannot use Expansion Prohibited terms of agreement
    • Cannot use Limited Diplomacy terms of agreement
    • Cannot use Independent Sensors terms of agreement
    • +1 Max Holdings
    • +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 +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 Beacon 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 Fanatic 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 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
    • Can use the Employee Ownership living standard
    • 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
    • +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
    • +25% Planetary ascension effects
    • −10% Planetary ascension cost
    • −25% Tradition cost from empire size
    • Capital starts at ascension tier 1
    Chief Ascension Officer Fanatic Spiritualist Spiritualist The ultimate goal of this empire is to ascend to ever greater levels of fulfillment.
    Catalytic Recyclers Catalytic Recyclers
    • 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.
    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.
    Mastercraft Inc. Mastercraft Inc.
    • Replaces Artisan jobs with Artificer jobs
    • +1 Building slot per 3 Industrial districts (except on Habitats) (+0.34 each)
    Master Crafter 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.
    Public Relations Specialists Public Relations Specialists Exopublic Relations Officer 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.
    Permanent Employment Permanent Employment
    • Building Can construct Posthumous Employment Center buildings
    • Building Can construct Reemployment Center holdings
    • Pops created through organic pop assembly have the Zombie trait
    • Start with 3 or 4 pops with the Zombie trait
    • Feature Defeated organic guardians can be resurrected
    • 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.
    Trawling Operations Trawling Operations
    • Cannot be added or removed after game start
    • Main species must have the Aquatic trait
    • Max agriculture districts No Agriculture district limit on Ocean Worlds
    • Replaces Farmer jobs with an Angler job on wet climates
    • Pearl Diver Agriculture districts create Pearl Diver jobs on wet climates
    • −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.
    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.
    Refurbishment Division Refurbishment Division
    • Policies Enables the Research & Salvage Debris debris policy
    • 10% chance per ship debris to create a ship of equal size
    • +10 Opinion with the Salvagers enclave
    Master Scrapper 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.
    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.
    Privatized Exploration Privatized Exploration
    • Cannot be added or removed after game start
    • Start with 10 fewer pops
    • Start with the Subspace Drive technology
    • Starhold Start with the Starhold technology
    • Start with a Resource Silo starbase building
    • Starting starbase is a Starhold
    • +30% Starbase Upgrade Speed
    • +30% Starbase Building Build Speed
    • +30% Starbase Module Build Speed
    • +25% Resources from Orbital Stations
    • Start without Research Labs
    • Start without a fleet
    • Start with a second science ship
    • 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 +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.
    Knowledge Mentorship Knowledge Mentorship
    • +1 Leader Starting skill
    • +1 Effective Councilor skill
    • Building Can construct Vaults of Knowledge buildings
    • Building Start with a Vaults of Knowledge building
    Dealer of Knowledge 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.
    Letters of Marque Letters of Marque
    • +20 Trade Protection
    • −10% Ship Upkeep
    • Overlord +1 Mercenary Enclave capacity
    • Commanders have the Material Liberator trait
    • 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.
    Pharma State Pharma State
    • +10% Years Leader Lifespan
    • Medical Worker +1 Medical Worker job from capital buildings
    • +2 Amenities from Medical Workers
    • +4 Trade Value from Medical Workers
    • Building Can construct Corporate Clinic holdings
    • Building Start with a Gene Clinics building
    • Start with the Genetic Healthcare technology
    • 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.
    Corporate Protectorate Corporate Protectorate
    • Cannot be added or removed after game start
    • Defense Armies are replaced by Fanatic Guardians
    • Can construct Reloading Bay starbase buildings
    • Can use the Inner Focus edict
    • Monthly unity +1 Unity from Soldiers
    • +20% Diplomatic weight
    • −50% Empire Size from Pops and Districts
    • +100% Empire Size from Planets and Branch Offices
    • +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.
    Dimensional Enterprise Dimensional Enterprise
    • +25% Monthly Astral Threads
    • +100% Chance for Astral Rifts to appear in owned systems
    • +10% Chance to discover rare technologies
    • 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.
    Hyperspace Trade Hyperspace Trade
    • +2 Planet Sensor Range
    • +10% Sublight Speed
    • Research speed (Physics) +15% Physics research speed
    • Start with the Hyperlane Breach Points technology as a permanent research option
    • 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.
    Shadow Corporation Shadow Corporation
    • Can use Dark Matter strategic resource edicts
    • Agenda Can use the Dark Matter Breakthrough agenda
    • Start with the Dark Matter Drawing technology researched
    • Home system has a deposit of 1 Dark Matter
    Shadow Broker 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.
    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 Hive Mind authority. Each civic increases the experience gained by a specific Council Node by +25%.

    Civic Effects Node Requirements Description DLC
    Ascetic Ascetic Growth The Hive Mind cares little for material comforts.
    Divided Attention Divided Attention −50% Empire size from planets Growth The Hive Mind can divide its attention for maximum efficiency without losing sight of the bigger picture.
    Elevational Contemplations Elevational Contemplations
    • +25% Planetary ascension effects
    • −10% Planetary ascension cost
    • −25% Tradition cost from empire size
    • Capital starts at ascension tier 1
    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 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
    • Leaders are less likely to gain negative traits
    Regulatory The Hive Mind takes care to not let its drones diverge.
    Pooled Knowledge Pooled Knowledge +1 Leader Capacity for each class 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 Legion When you do not have to educate the mind, the building of muscle becomes that much easier.
    Subspace Ephapse Subspace Ephapse 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
    • −20% Empire size from Pops
    • Edict Fund +25 Edict fund
    • Removes unity costs for pop resettlement
    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
    Genocidal0
      • Cannot establish diplomatic pacts
      • Cannot use the Galactic Market
      • Cannot join the Galactic Community
      • Can use the Hunger casus belli
      • −1000 Opinion with every empire
      • Non-Hive-Minded pops will always be eaten and cannot be assimilated
      • Society research Gains +2 Society research from eating alien pops
    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
    • 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
    Growth The Hive Mind cares for the environment, building a paradise in pursuit of synergistic perfection.
    Organic Reprocessing Organic Reprocessing
    • Metallurgist Replaces Foundry Drone jobs with Catalytic Drone jobs
    • Building Can construct Bio-Reactor buildings
    Cognitive Calamitous Birth The Hive Mind reprocesses excess organic matter into advanced resources suitable for spacebound structures.
    Ascetic Void Hive
    • Every 4 months automatically build a Mining Station over a controlled deposit
    • Every 4 months automatically build a Research Station over a controlled deposit if Mining Stations cannot be built
    • Can exploit strategic resource deposits without technology with −75% output
    • −5% Megastructure Build Cost
    • +10% Megastructure Build Speed
    • +10 Mining and Research station unity cost
    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.
    Terravore Terravore
    Genocidal0
      • Cannot establish diplomatic pacts
      • Cannot release sectors as subjects
      • Cannot use the Galactic Market
      • Cannot join the Galactic Community
      • Can use the Hunger casus belli
      • −1000 Opinion with every empire
      • Non-Hive-Minded pops will always be eaten and cannot be assimilated
      • Society research Gains +2 Society research from eating alien pops
    Legion Our Hive Mind exist only to consume and grow stronger. We will devour the very worlds of the galaxy!
    Empath Empath 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
    • +50% Space fauna weapon attack speed
    • Starting corvettes are replaced with Space Amoebas
    • Can construct Cordyceptic Reanimation Facility starbase buildings
    • Feature Defeated space fauna is resurrected
    • Feature Defeated organic guardians can be resurrected
    Legion Highly specialized drones capable of infecting simple hosts and issuing rudimentary commands make up the backbone of this hive's stellar defense.
    Memorialist Memorialist Cognitive The Hive Mind pays special regard to the passing of other sapient entities as a means of centering its own, undying self.
    Permutation Pools Permutation Pools Building Can construct Mutagenic Permutation Pool buildings Growth 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.
    Stargazers Stargazers
    • Cannot be added or removed after game start
    • Start with 10 fewer pops
    • Start with the Subspace Drive technology
    • Main species has the Stargazer trait
    • Know the layout of all systems within 3 hyperlane jumps
    • +1 Sensor Range
    • +2 Ship Hyperlane Detection Range
    • −20% Starbase Influence Distance Cost
    • Start without Research Labs
    • Start without a fleet
    • Start with a second science ship
    • 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
    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
    • +1 Additional Leader Trait Options
    • −1 Unity Leader Upkeep
    • +2 Food Leader Upkeep if not Lithoid
    • +2 Minerals Leader Upkeep if Lithoid
    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.
    Neural Vaults Neural Vaults
    • +1 Leader Starting Level
    • +10% Leader Experience Gain
    • +10% Society Research from Jobs
    • Building Can construct Vaults of Knowledge buildings
    • Building Start with a Vaults of Knowledge building
    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.
    Guardian Cluster Guardian Cluster
    • Cannot be added or removed after game start
    • Defense Armies are replaced by Fanatic Guardians
    • Can construct Reloading Bay starbase buildings
    • Can use the Inner Focus edict
    • Monthly unity +1 Unity from Soldiers
    • +20% Diplomatic weight
    • −50% Empire Size from Pops and Districts
    • +100% Empire Size from Planets and Branch Offices
    • +150% Empire Size from Systems
    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.
    Hyperspace Synchronicity Hyperspace Synchronicity
    • +2 Planet Sensor Range
    • +10% Sublight Speed
    • Research speed (Physics) +15% Physics research speed
    • Start with the Hyperlane Breach Points technology as a permanent research option
    • Know the layout of all systems within 3 hyperlane jumps
    Cognitive 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.

    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 Machine Intelligence authority. Each civic increases the experience gained by a specific Council Node by +25%.

    Civic Effects Node Requirements Description DLC
    Constructobot Constructobot 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 Regulatory The Machine Intelligence works to reduce vulnerability by increasing modularity, reducing the strain of deploying additional semi-independent Units.
    Factory Overclocking Factory Overclocking +1 Leader Capacity for each class 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 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
    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
    • −20% Empire size from pops
    • Edict Fund +25 Edict fund
    • Removes unity costs for pop resettlement
    Legion Units of this Machine Empire use wireless receptors to receive behavioral updates in real-time.
    Rapid Replicator Rapid Replicator
    • +20% Mechanical pop assembly speed
    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
    • +1 Minerals from Miner category jobs
    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 Cognitive The Machine Intelligence seeks to broaden its available avenues of scientific research through low-level evaluation of research methodologies.
    Unitary Cohesion Unitary Cohesion Regulatory Exceptionally cohesive engineering standards allow variously specialized Machine Intelligence units to work together at a higher level of efficiency.
    Warbots Warbots 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 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
    Genocidal against organics0
      • Cannot establish diplomatic pacts with biological empires
      • Cannot use the Galactic Market
      • Cannot join the Galactic Community
      • Can use the Purification casus belli
      • −1000 Opinion with every biological and Rogue Servitor empire
      • +200 Opinion with other Determined Exterminator empires
      • Biological pops will always be purged
      • Gains +2 unity per purged pop
      • Can use Armageddon Bombardment policy
    Legion Born in fire, the Machine Intelligence's first move was to annihilate its organic creators in self-defense.
    Driven Assimilator Driven Assimilator
    • Cannot be added or removed after game start
    • Adds second custom organic species with Cybernetic trait
    • Starts with cyborg pops replacing 10 initial pops
    • Can use the Sublimation casus belli
    • −100 Opinion with every individualist empire (excluding Fallen Empires)
    • −200 Opinion with every Fanatic Spiritualist Spiritualist empire (excluding Fallen Empires)
    • −1000 Opinion with Democratic Crusaders
    • Replicator −1 Replicator and Maintenance Drone +1 Maintenance Drone jobs from capital buildings
    • Biological, non-hive-minded pops must be assimilated into cyborgs or purged
    • +1 Unity per assimilated pop
    • Society research +1 Society Research per assimilated pop
    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
    • Cannot be added or removed after game start
    • Adds second custom organic species
    • Starts with 5 Bio-Trophy Pops in addition to the initial Pops
    • Building Can construct Organic Sanctuary buildings
    • Building Can construct Organic Haven holdings
    • Cannot construct regular unity buildings
    • Bio-Trophy Organic, non-hive-minded Pops have Bio Trophy citizenship and Mandatory Pampering living standards
    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
    • +25% Planetary ascension effects
    • −10% Planetary ascension cost
    • −25% Tradition cost from empire size
    • Capital starts at ascension tier 1
    Regulatory This Machine Intelligence is unusually obsessed with the metaphysical aspects of its core algorithms.
    Organic Reprocessing Organic Reprocessing Metallurgist Replaces Fabricator jobs with Catalytic Drone jobs Cognitive Resource Consolidation The Machine Intelligence reprocesses redundant organic matter into advanced resources suitable for spacebound structures.
    Memorialist Memorialist 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.
    Hyper Lubrication Basin Hyper Lubrication Basin 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.
    Exploration Protocols Exploration Protocols
    • Cannot be added or removed after game start
    • Start with 10 fewer pops
    • Time +20% First Contact Discovery Speed
    • +3 Monthly Unity from Observation Posts
    • Feature +50% Observation Insights situation progress
    • Gain a small amount of Unity when completing a First Contact
    • Start without Research Labs
    • Start without a fleet
    • Start with a second science ship
    • 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
    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
    • +1 Leader Starting Level
    • +10% Leader Experience Gain
    • +10% Engineering Research from Jobs
    • Building Can construct Vaults of Knowledge buildings
    • Building Start with a Vaults of Knowledge building
    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.
    Sovereign Circuits Sovereign Circuits
    • +1 Additional Leader Trait Options
    • −1 Unity Leader Upkeep
    • +2 Energy Leader Upkeep
    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.
    Guardian Matrix Guardian Matrix
    • Cannot be added or removed after game start
    • Drone Grids are replaced by Matrix Unit
    • Can construct Reloading Bay starbase buildings
    • Can use the Inner Focus edict
    • Monthly unity +1 Unity from Soldiers
    • +20% Diplomatic weight
    • −50% Empire Size from Pops and Districts
    • +100% Empire Size from Planets and Branch Offices
    • +150% Empire Size from Systems
    Regulatory 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.
    Hyperspace Synchronicity Hyperspace Synchronicity
    • +2 Planet Sensor Range
    • +10% Sublight Speed
    • Research speed (Physics) +15% Physics research speed
    • Start with the Hyperlane Breach Points technology as a permanent research option
    • Know the layout of all systems within 3 hyperlane jumps
    Cognitive 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.

    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 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
    • 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
    • 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
    Secret of Fire Pre-FTL civilization (stone age - bronze age)
    The Wheel Pre-FTL civilization (stone age - bronze age)
    Landed Nobility Pre-FTL civilization (iron age - steam age)
    Flat World Theory Pre-FTL civilization (iron age - steam age)
    Atmospheric Pollution Pre-FTL civilization (industrial age - early space age)
    Byzantine Bureaucracy Increasing Urbanization Pre-FTL civilization (industrial age - early space age)
    Lethargic Leadership Monthly influence −1 Monthly Influence
    Can't construct new ships
    Fallen Empire
    Empire In Decline Can't conquer or colonize planets
    Revanchist Fervor Monthly influence +1 Monthly Influence Awakened Empire
    Ancient Caches of Technology +50% Resources from Jobs
    Fallen Machine Intelligence Can't construct new ships Ancient Caretakers
    Custodian Matrix Can't conquer or colonize planets
    Reactivated Custodian Matrix Can't conquer or colonize planets Awakened Machine Fallen Empire
    Final Defense Directives Awakened Machine Fallen Empire (66% chance)
    Corrupted Defense Directives Awakened Machine Fallen Empire (33% chance)
    Great Khan's Legacy +10% Fire rate New Khanate
    Diadochus +15% Naval capacity Diadochus
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