Stellaris Wiki
Advertisement

Version

This article has been verified for the current PC version (3.10) of the game.
UI council

Government council

Every empire has a government that provides different benefits. The name of a government is automatically determined according to its Ethics, Authority, and Civics. The government can be reformed once every 20 years at the cost of 10 Unity per each point of Empire Size.

Authority[]

An empire's authority decides how long the Ruler council position lasts, how it can be changed, what its effects are and what other bonuses the empire receives. Authority can be changed by reforming the government unless the empire has the Under One Rule origin.

Type Election Ruler term Changeable Empire effects Ruler effects per skill level Requirements Description
Democratic Democratic 10 years
  • +10% Faction Approval
  • +1 Leader Pool Size
  • Resets Government Reform when ruler changes
  • Resets Party Cooldowns when ruler changes
  • Re-election
  • Edict Fund +5 Edicts Fund
  • +2% Faction Unity Bonus
Democratic governments have regular elections where all citizens can vote on who should represent them.
Oligarchic Oligarchic 20 years
  • Can have Emergency Elections
  • +2 Effective Councilor Skill
  • Edict Fund +5 Edicts Fund
  • +5% Councilor Experience Gain
Oligarchic governments are ruled by a small group of individuals that hold all political power.
Dictatorial Oligarchic Life
  • +25% Ruler Experience Gain
  • −1 Leader Pool Size
  • Edict Fund +10 Edicts Fund
  • −2% Pop Amenities Usage
Dictatorial governments are ruled by a single individual for life that wields absolute control over the state.
Imperial Imperial Imperial Hereditary Life
  • +10% Resources from Jobs in Capital System
  • −1 Leader Pool Size
  • Ruler has the Imperial Ruler trait
  • Edict Fund +5 Edicts Fund
  • +0.25 Max Influence from Power Projection
Imperial governments are similar to dictatorial ones, except that the throne is always inherited by a designated successor upon the ruler's death.
Hive Mind Permanent
  • +25% Pop Growth Speed
  • −25% Empire Size Effect
  • Pops have the Hive-Minded trait
  • Ruler has the Hive Mind trait
  • Edict Fund +5 Edicts Fund
  • +2% Monthly Unity
Hive Minds operate as a single organism more than as a state. The population has no free will, and act as an extension of the Hive Mind itself - much like the limbs of a body. When cut off from the Mind, these drones become comatose and eventually wither and die. Any free individuals on planets owned by the Mind are driven away, killed, or simply treated as prey to feed the collective.
Machine Intelligence Permanent
  • +1 Pop when colonizing a world
  • +1 Monthly Mechanical Pop Assembly
  • +10% Mining Station Output
  • +50% Empire Size from Planets
  • 50% Pop Growth Reduction
  • Pops have the Machine trait
  • Ruler has the Machine Intelligence trait
  • Edict Fund +5 Edicts Fund
  • −3% Empire Size from Pops
Machine Intelligences are immense artificial group minds that have been networked into a single conscious entity. Most of the actual "population" in such an empire consists of mindless work units who perform their designated tasks without any semblance of free will.

A small number of semi-autonomous agents are typically employed for more specialized tasks that benefit from some degree of independent initiative.
Corporate Oligarchic 20 years
  • Can have Emergency Elections
  • +1 External Leader Pool Size
  • +20% Commercial Pact Efficiency
  • +50% Empire Size from Planets
  • Can use the Mercantile Diplomatic Stance
  • Can build Branch Offices
  • Edict Fund +5 Edicts Fund
  • +2% Branch Office Value
Corporate governments are organized as a massive commercial enterprise that has completely supplanted the role of the state.
Stellaris_3.11_Councilor_Tier_List-2

Stellaris 3.11 Councilor Tier List-2

Council[]

Each empire has a council where leaders can be appointed to give empire-wide bonuses that scale with the level of the leader. Each position can be renamed by clicking on its name.

  • Ruler is the only council position where the councilor cannot be freely replaced. What its effects are, how it is chosen, and how often it is replaced depends on the empire's authority.
  • Minister of Defense must be a Commander and each skill level adds −2% Upkeep Upkeep to armies, ships and starbases. If the position is empty or not part of the council, the empire has a −25% penalty to Naval Capacity.
  • Head of Research must be a Scientist and each skill level adds +2% Research Speed. If the position is empty or not part of the council, the empire has a −25% penalty to Research Speed.
  • Minister of State must be a Official and each skill level adds +2% to envoy improve and harm relations, first contact speed and infiltration speed. If the position is empty or not part of the council, the empire has a −25% penalty to Diplomatic Weight. This position is not available to empires with the Inward Perfection or Fanatic Purifiers civic.
  • If the Galactic Paragons DLC is installed the empire can unlock two additional council positions with the Expand The Council agenda. They can be used for civic or enclave positions. Empires with the Inward Perfection or Fanatic Purifiers civic start with their council position unlocked.

Already unlocked council positions can be reselected either by reforming the government or by launching the Reorganize Council agenda. The starting council positions can be replaced by civic or enclave positions but this does not remove the penalty from not having a councilor assigned to them.

Civic positions[]

Each civic enables a unique position to be added to the council. To use these positions, the empire must either expand the council or form a new one.

Position Allowed classes Effects per leader skill level Description
Byzantine Bureaucracy Administrative Coordinator Official Upkeep −2% Administrator Upkeep The Administrative Coordinator is in charge of coordinating the efforts of all administrative departments.
Apostle of Death Official +2% Sacrificial Edict Effect The Apostle of Death presides over sacrificial rituals.
Arbiter of Duels Commander +10% Duelist output The Arbiter of Duels is responsible for maintaining dueling etiquette, and overseeing the correct execution of warfare protocols.
Archpriest Official Upkeep −2% Priest Upkeep The Archpriest presides over the religious council and guards against heresy.
Astral Minister +0.2 Physics from Priests The Astral Minister unify our priesthood under a single guiding vision in order to better serve our people.
Bloom Herald Scientist
  • −5% Gaia Seeder Build Cost
  • Upkeep −5% Gaia Seeder Upkeep
The Bloom Herald oversees all Gaia Seeder initiatives.
Chairman of the Mines Official +0.05 Stability from Miners The Chairman of the Mines represents the mining guilds, whose influence helps to maintain order.
Chief Herald of Arms Commander +5 Unity from Subjects The Chief Herald of Arms oversees the distribution of power and titles among subjects.
Chief of Secret Police Commander +5% Governing Ethics Attraction The Chief of Secret Police ensures any internal threats or dissidents within our society are swiftly dealt with.
Chief of Service Commander
  • −1.5% Army Upkeep
  • +25 Army Starting Experience
The Chief of Service is in charge of army training and reinforcement.
Chief Trade Officer Official +2% Trade Value The Chief Trade Officer is in charge of administering trade and financial deals.
Commander of the Watch Commander
  • Damage +3% Defense Platform Damage
  • Health +3% Defense Platform Hull Points
The Commander of the Watch is in charge of the vigilant watch protecting our borders.
Director of Trade Official +0.4 Trade Value from Clerks The Director of Trade is responsible for generating trade.
Elder Farmer Farmer +5% Farmer Output The Elder Farmer oversees farming traditions and practices.
Employment Commissioner Commander +2% Worker Pop Resource Output The Employment Commissioner oversees the distribution of labor assignments.
First Citadel Commander
  • +10% Defense Army Damage
  • Health +5% Starbase Hull Points
  • Armor +5% Starbase Armor Points
  • Shield +5% Shield Hit Points in Friendly Systems
  • +5% Fire Rate in Friendly Systems
  • Tracking +5% Accuracy in Friendly Systems
A highly regarded expert at protecting our homeland, the First Citadel is responsible for the safety and maintenance for all of our planetary fortifications.
First Warden Scientist −1.5% Pop Amenities Usage The First Warden protects the environment and those living in harmony with it.
Grand Marshal Commander +2% Diplomatic Weight The Grand Marshal is a ceremonial position for impressing alien dignitaries.
Grand Storyteller
  • +2% Leader Experience Gain
  • +2% Governing Ethics Attraction
Stories from the past contain much wisdom. Grand Storytellers inspire the population with traditional heroic tales.
Head Arbiter +2% Worker Pop Resource Output The Head Arbiter makes sure any grievances are settled promptly.
High Ambassador Official Trust cap +5 Trust Cap The High Ambassador ensures foreign dignitaries are treated with appropriate respect and dignity.
High Curator Official +2% Monthly Unity The High Curator oversees the Memorial Sanctuaries.
Integration Facilitator Official
  • −3% Empire Size from Districts
  • Upkeep −3% District Upkeep
The Integration Facilitator is in charge of integration and employment of new citizens.
Keeper of the Vaults Scientist
  • Upkeep −2% Leader Upkeep
  • Cost −2% Leader Cost
The Keeper of the Vaults is responsible for maintaining vast archives of knowledge stored deep in vaults, and distributing this knowledge to those who seek it.
Barbaric Despoilers Labor Intendant Commander −2% Empire Size from enslaved pops The Labor Intendant is responsible for slave administration and supervision.
Labor Magistrate +2% Slave Happiness The Labor Magistrate oversees the treatment of slaves, to prevent unnecessary bloodshed.
Lord Chancellor +3% Councilor Experience Gain The Lord Chancellor serves to advise the council in all matters.
Lord Commander Commander
  • +1% Ship Fire Rate
  • +2% Army Damage
The Lord Commander is responsible for leading the armies of the righteous and planning battle tactics.
Lord High Admiral Commander
  • +1% Naval Capacity
  • +50 Ship Starting Experience
The Lord High Admiral is the ceremonial head of the navy, upholding its high standards.
Lord Steward +2% Ruler Pop Resource Output The Lord Steward upholds the status and comforts of the ruling class.
Master Architect Official +2% Planetary Build Speed The Master Architect ensures simplicity and lean practices are upheld and valued.
Master Necromancer +0.5 Unity from Necromancers The Master Necromancer guards the secret arts and ordains new necromancers.
Minister of Ascension Official +2% Monthly Unity The Minister of Ascension leads the pursuit of perfection.
Minister of Exploration Scientist
  • +5% Anomaly Research Speed
  • Time +5% Archaeology Excavation Speed
  • +3% Jump Drive Range
The Minister of Exploration is in charge of special studies and expeditions.
Minister of Extravagance +4% Ruler Happiness The Minister of Extravagance wields a substantial budget for keeping the privileged lavishly entertained.
Minister of the Seas Official
  • +0.3 Food from Anglers
  • +0.2 Consumer Goods from Pearl Divers
The Minister of the Seas is in charge of sea conservation and harvesting.
Minister of War Production +2% Monthly Alloys The Minister of War Production ensures resources are available to sustain military operations.
Primary Overseer
  • +1% Ruler Happiness
  • +0.2 Unity from Enforcers
The Primary Overseer seeks out corruption and extinguishes it before it can spread.
Prime Herald Official Priest +2% Priest Output The Prime Herald is in charge of our spiritual narrative.
Prime Speaker Official +3% Faction Unity Bonus The Prime Speaker will stop at nothing to achieve results.
Principal Catalyst Scientist Metallurgist +2% Catalytic Technician Output The Principal Catalyst oversees augmentation of catalytic raw materials.
Principal Instructor +2% Leader Experience Gain The Principal Instructor oversees training and development for all important leaders.
Beacon of Liberty Protector of Liberty Commander +7% Egalitarian Ethics Attraction The Protector of Liberty is a champion of freedom.
Senior Science Director Scientist Upkeep −2% Researcher Upkeep The Senior Science Director ensures fundamental research is promoted and shared between departments.
Shadow Councilor Upkeep −4% Ruler Upkeep Officially, the Shadow Councilor is merely an observer, but may have a hidden agenda.
Shadow Weaver +0.02 Dark Matter from Researchers The Shadow Weaver's duties lie in accounting for each and every unit of dark matter, ensuring not a single particle is wasted.
Speaker for the Kin Official +2% Citizen Political Power The Speaker for the Kin amplifies the voice of our rightful citizenry.
Speaker of Parliament Official Time +3% Council Agenda Speed The Speaker of Parliament ensures our parliament is focusing on the most relevant issues.
Standard Bearer Commander +1% Naval capacity The Standard Bearer is the champion and pride of our society.
Superintendent Official Bureaucrat +2% Administrator Output The Superintendent is in charge of streamlining all administrative processes.
Tribune of Rights Official −1.5% Pop Amenities Usage The Tribune of Rights protects the rights of citizens, building trust in society and government.
Warden of the Baths +0.5 Unity from Mutagenic Spa Attendants The Warden of the Baths promotes the importance and benefits of the bathing rituals.
Chief Extraction Officer +2% Minerals from Miners The Chief Extraction Officer will exploit anyone and anything to ensure industrial expansion.
Hyperlane Supervisor +1 Stability per Hyperlane Registrar starbase building The Hyperlane Supervisor helps ensure the safety and security of our interstellar logistics network.
Master Crafter Official +1% Armor Hit Points The Master Crafter oversees craftsmanship in military applications.
Master Scrapper +1% Chance to Salvage Ships The Master Scrapper is in charge of refining the salvaging process of scavenged ships.
Assets Appropriation Officer Commander +0.2 Trade Value per Enslaved Pop The Assets Appropriation Officer ensures efficiency in the trade of indentured assets.
Astral Minister
  • +0.2 Physics from Priests
  • +0.2 Trade Value from Priests
The Astral Minister unify our priesthood under a single guiding vision in order to better serve our people.
Brand Loyalty Brand Manager Official +2% Branch Office Value The Brand Manager is responsible for cultivating brand loyalty across all borders.
Chief Ascension Officer Official +2% Monthly Unity The Chief Ascension Officer leads the pursuit of perfection.
Chief Catalyst Officer Scientist −2% Job Food Upkeep The Chief Catalyst Officer oversees augmentation of catalytic raw materials.
Chief Executive Executioner Official +2% Sacrificial Edict Effect The Chief Executive Executioner presides over sacrificial rituals.
Chief Marine Officer Official
  • +0.2 Trade Value from Anglers
  • +0.4 Trade Value from Pearl Divers
The Chief Marine Officer is responsible for seaborne productivity.
Chief Marketing Officer Official +5% Governing Ethics Attraction The Chief Marketing Officer runs promotional campaigns for the government.
Chief Morale Officer +0.8 Trade Value from Entertainers The Chief Morale Officer ensures that extra benefits are available to those willing to pay.
Chief of Staff Scientist
  • Upkeep −2% Leader Upkeep
  • Cost −2% Leader Cost
The Chief of Staff thrives under pressure and will stop at nothing to prove their worth.
Chief Posting Officer Official
  • +1% Specialist Happiness
  • +5%% Specialist Political Power
The Chief Posting Officer is responsible for the efficient handling of all delegation assignments.
Chief Trade Officer Official +2% Commercial Pact Efficiency The Chief Trade Officer supervises trade with other empires.
Dealer of Knowledge Scientist
  • Upkeep −2% Leader Upkeep
  • Cost −2% Leader Cost
Dealers of Knowledge are responsible for maintaining the vast vault archives. They distribute the knowledge to those who are willing to pay for it.
Executive High Priest Official +5% Temple of Prosperity Ethics Shift Chance The Executive High Priest is in charge of spreading the gospel.
Exopublic Relations Officer Commander +5% Envoy Improve Relations The Exopublic Relations Officer is responsible for improving our public image on the galactic stage.
Expansion Coordinator
  • Cost −2% Outpost Build Cost
  • −2% Starbase Influence Cost
The Expansion Coordinator coordinates expansion efforts when claiming new systems.
Franchise Development Officer −5% Empire Size from Branch Offices The Franchise Development Officer is responsible for expansion into new locations and markets.
General Secretary of Unions
  • +0.25 Amenities from Stewards
  • +0.25 Trade Value from Stewards
The democratically-appointed General Secretary of Unions ensures clear and concise communication between executive committees and our worker members.
Mutagenic Aesthetician +0.5 Unity from Mutagenic Spa Attendants The Mutagenic Aesthetician promotes the importance and benefits of the bathing rituals.
Naval Procurement Officer Commander −1% Ship Build Cost The Naval Procurement Officer negotiates contracts for the navy.
Orbital Development Officer Official
  • +2.5% Starbase Building Cost
  • +2.5% Starbase Module Cost
  • +2.5% Orbital Stations Build Cost
The Orbital Development Officer is in charge of constructing and maintaining orbital stations.
Pharmaceutical Executive
  • +1% Pop Growth Speed
  • +1% Habitability
The Pharmaceutical Executive is the representative for all healthcare corporations.
Privateer Acquisition Officer Commander
  • +1% Ship Fire Rate
  • +1 Trade Protection
Acquisition officers are constantly headhunting for promising privateers and those with plundering experience who could expand our operations.
Public Security Chief Commander +0.25 Stability from Soldiers The Public Security Chief maintains civilian order via private military organizations.
Secretary of Defense Commander
  • +10% Defense Army Damage
  • Health +5% Starbase Hull Points
  • Armor +5% Starbase Armor Points
  • Shield +5% Shield Hit Points in Friendly Systems
  • +5% Fire Rate in Friendly Systems
  • Tracking +5% Accuracy in Friendly Systems
A highly regarded expert at protecting our homeland, the Secretary of Defense is responsible for the accounting and logistics for all of our planetary fortifications.
Shadow Corporation Shadow Broker +0.02 Dark Matter from Researchers The Shadow Broker's duties lie in accounting for each and every unit of dark matter, ensuring not a single particle is wasted.
Syndication Agency Officer Commander +0.25 Branch Office Value per Criminal The Syndication Agency Officer ensures employees of external branch offices are properly trained in their field.
Trade Logistics Coordinator Commander +0.5 Trade Value per Trade Hub The Trade Logistics Coordinator is in charge of coordinating trade route scheduling to optimize capacity.
Workforce Assignment Officer Official +1% Organic Pop Assembly Speed The Workforce Assignment Officer commissions and oversees new workers.
Watcher of the Imperium Commander
  • +2 Base Intel Level
  • +2% Infiltration Speed
The Watcher of the Imperium maintains operatives throughout the Galactic Imperium, monitoring any suspicious behavior.
Divine Conduit +1% Resources from Psionic Pops from Telepaths First channeled by the Psi-Corps, the Divine Conduit provides a conduit for the Chosen One's vast psionic potential.

Enclave positions[]

Enclave positions are only available if the empire recruited an enclave paragon and only the said paragon can have the position. To use these positions, the empire must either expand the council or form a new one.

Position Effects per leader skill level Description DLC
Curator Archivist
  • +2% Researcher Output
  • Upkeep −2% Researcher Upkeep
An archivist from the Curator Order serves on the council, sharing the accumulated knowledge of eons.
Trader Liaison
  • +2% Trade Value
  • −1% Market Fee
A liaison from one of the three hubs of galactic commerce sits on the council, granting insider information on brokerages across the galaxy.
Master Salvager
  • Armor +2% Armor Hit Points in Friendly Systems
  • +10% Resources Gained from Scavenging Debris
An experience technician from the Salvager Enclave ensures battlefield debris is put to efficient use. Overlord
Shroudwalker Teacher
  • +5% Chance for Psionics Research Options
  • +1% Monthly Unity
  • −2% Shroud Delve Cost
An adept of the Shroudwalkers serves on the council, instructing in the ways of the Shroud. Overlord

Nodes[]

Gestalt Consciousness empires use 4 permanent nodes instead of a council. The nodes level up together with the ruler and can have their own traits.

Node Effects per skill level Description
Cognitive Node +2% Research Speed The Cognitive Node is where we develop our understanding of the world around us.
Regulatory Node −3 Deviancy The Regulatory Node is where we counter the emergence of deviant consciousnesses.
Legion Node +0.1 Monthly Influence The Legion Node is where decisions concerning galactic expansion are made.
Growth Node +3% Pop Assembly Speed The Growth Node is where important hive decisions are made.

Agendas[]

Agendas represent the current goals of the government. Each agenda has a weaker continuous effect and a far more powerful launch effect which takes time to prepare and once ready lasts for 10 years, or 12.5 if the empire has the Immutable Directives tradition. Agendas can be changed at any point, but if they are not ready for launch, all progress is lost when changed. After its duration is complete, the same agenda cannot be selected again for 30 years.

Agendas cost 7000 progress points to launch, and the cost is increased by 0.1% for each point of Empire Size above 100. Each councilor provides 10 + level points of progress each month. Agendas can be launched by paying Unity equal to the amount of progress left.

The council also has a Council Legitimacy rating based on the total Faction Approval within the empire. Each point below 50% decreases monthly agenda progress by −1% and each point above 50% increases progress by +0.5%.

Agenda Initial effect Launch effect Requirements Description
Infinite Opportunities Let's promote and celebrate our technological achievements.
Cybernetic Advantage
  • Upkeep −5% Cyborg Upkeep
  • +2.5% Organic Pop Assembly Speed if biological
  • +5% Pop Growth Speed if robot
  • Upkeep −20% Cyborg Upkeep
  • +10% Organic Pop Assembly Speed if biological
  • +20% Pop Growth Speed if robot
Cybernetic tradition tree We must ensure that our best Cybernetic enhancements are made available to everyone within our borders.
Genetic Pursuit
  • Research speed (society) +5% Biology Research Speed
  • −5% Modify Species Special Project Cost
  • +2% Organic Pop Assembly Speed
  • Research speed (society) +20% Biology Research Speed
  • −20% Modify Species Special Project Cost
  • +10% Organic Pop Assembly Speed
Genetic tradition tree We must focus our efforts to achieve absolute genetic perfection.
Psionic Supremacy
  • +5% Resources from Psionic Pops
  • Research speed (society) +10% Psionics Research Speed
  • +20% Resources from Psionic Pops
  • Research speed (society) +40% Psionics Research Speed
  • +10% Monthly Unity if no Covenant
  • +10% Pop Growth Speed if Covenant with Composer of Strands
  • +25% Trade Value if Covenant with Instrument of Desire
  • −30% Operation Cost if Covenant with Whisperers in the Void
  • +10% Ship Build Speed if Covenant with Eater of Worlds
  • −10% Ship Cost if Covenant with Eater of Worlds
Psionic tradition tree We must inspire and assure our people of the great destiny our Psionic powers will lead us to.
Synthetic Yield +0.5 Monthly Mechanical Pop Assembly +2 Monthly Mechanical Pop Assembly Synthetic tradition tree Any doubt regarding the superiority of our synthetics must be cast aside.
Cognitive Revision +20% Cognitive Node Experience Gain +100% Cognitive Node Experience Gain Synchronicity tradition tree Analysis and existential understanding must be prioritized.
Expansion Revision +20% Expansion Node Experience Gain +100% Expansion Node Experience Gain Synchronicity tradition tree Controlling the boundaries of our territory in space must be prioritized.
Growth Revision +20% Growth Node Experience Gain +100% Growth Node Experience Gain Synchronicity tradition tree Coordinating our drones and colonies must be prioritized.
Order Revision +20% Deviance Suppression Node Experience Gain +100% Deviance Suppression Node Experience Gain Synchronicity tradition tree Preemptive measures must be prioritized.
Expand The Council None Unlocks 1 civic councilor slot We should expand our government to support an additional councilor.
Reorganize Council None Can reselect civic councilor slots Due to changes in government focus, we should reorganize the Council to focus on other matters.
Build Relations
  • Trust growth +25% Trust Growth
  • +5% Diplomatic Weight
  • Trust growth +100% Trust Growth
  • +20% Diplomatic Weight
Only through building trust can we create a better future.
Chart the Unknown
  • +5% Anomaly Discovery Chance
  • +25% Survey Speed
  • +5% Anomaly Discovery Chance
  • +100% Survey Speed
We must fervently chart all the mysteries of the galaxy.
Civil Exclusion
  • +5% Worker Pop Resource Output
  • +5% Slave Pop Resource Output
  • +10 Crime
  • +20% Worker Pop Resource Output
  • +20% Slave Pop Resource Output
  • +10 Crime
Citizenship requirements are temporarily adjusted, raising expectations of those within our borders.
There is an accepted deviancy level among our simple drones, as some divergences can result in raised productivity.
Conquer Nature
  • +5% Habitability
  • +10% Terraforming Speed
  • +20% Habitability
  • +40% Terraforming Speed
  • Unlocks a random terraforming technology
We can adapt to our surroundings, but in the end nature will bend to our will.
Departmental Efficiency +20% Councilor Experience Gain
  • +20% Councilor Experience Gain
  • +2 Effective Councilor Skills
We streamline council departments by rebuilding them from the ground up.
The Mind and Councilor Nodes can each temporarily be forced into a heightened state of efficiency.
We can temporarily overclock our highest priority Processing Nodes, to gain efficiency.
Favored Society +5% Specialist Pop Resource Output
  • +5% Specialist Pop Resource Output
  • +20% Resources from Jobs on Capital
We choose to favor people on our Capital world, and those supporting them.
Impenetrable Border
  • Health +5% Starbase Hull Points
  • −5% Starbase Upgrade Cost
  • −5% War Exhaustion Gain
  • Health +20% Starbase Hull Points
  • −20% Starbase Upgrade Cost
  • −20% War Exhaustion Gain
We will prepare for the worst and be ready, should our territory ever be threatened.
Inner Stability +5 Stability +20 Stability A shared vision brings us harmony despite our differing values.
Leadership Conditioning +10% Leader Experience Gain
  • +3000 Experience is shared between all leaders
All our leaders spend, willingly or not, considerable time and effort on introspection and behavioral retraining.
All unique, and benevolent, aspects of our leaders are gathered and unified into our higher consciousness.
All optimal non-standard procedures from leader units are analyzed, filtered, and finally combined with our core.
Military Buildup
  • −5% Ship Build Cost
  • −5% Ship Energy Upkeep
  • −5% War Exhaustion Gain
  • −20% Ship Build Cost
  • −20% Ship Energy Upkeep
  • −20% War Exhaustion Gain
By acting decisively, we stand prepared for any threats.
Open Markets +20% Commercial Pact Efficiency +50% Commercial Pact Efficiency We commit entirely to maximizing the benefits for all involved parties in our Commercial Pacts.
Pioneer Politics
  • −5% Galactic Community Resolution Action Costs
  • Time −5% Veto Cooldown
  • −20% Galactic Community Resolution Action Costs
  • Time −20% Veto Cooldown
The Galactic Community will recognize and praise our absolute commitment to them.
Second Strike
  • +10% Sublight Speed
  • Time −10% Time Spent Missing in Action
  • +25% Sublight Speed
  • +1% Disengagement Opportunities
Attacking while your enemy is reeling remains a time-honored tradition.
Self Maintenance
  • +2% Mechanical Pop Assembly Speed
  • −5% Pop Amenities Usage
  • +10% Mechanical Pop Assembly Speed
  • −20% Pop Amenities Usage
Permit local clustering and patching of environmental adaptation protocols.
Superior Colonies +25% Colony Development Speed
  • +50% Colony Development Speed
  • +50% Planetary Build Speed on New Colonies
We make substantial logistical efforts to support the development of our new colonies.
Uncover Secrets
  • +2 Codebreaking
  • +5 Base Intel Level
  • +2 Codebreaking
  • +20 Base Intel Level
We pursue all means possible of gaining information on anyone and everything.
Oppose the Fallen
  • Damage +5% Damage to Fallen Empires and Awakened Empires
  • Damage +5% Damage to Marauders
  • Damage +5% Damage to The Horde
  • Damage +25% Damage to Fallen Empires and Awakened Empires
  • Damage +25% Damage to Marauders
  • Damage +25% Damage to The Horde
Inspiring Agendas tradition Studying these imposing threats will allow us to adapt our forces before a confrontation can arise.
Rightful Claims +20% Rivalries Influence Gain
  • +50% Rivalries Influence Gain
  • Damage +5% Damage to Rivals
  • −20% Claim Influence Cost
Inspiring Agendas tradition Through political procedure and streamlined bureaucracy, we are better suited to manipulate our rivals.
Dark Matter Breakthrough
  • Cannot remove the Dark Consortium civic
  • Shadow Corporation Cannot remove the Shadow Corporation civic
  • Unlock a Dark Matter ship component technology
  • Shadow Corporation Dark Consortium civic
  • Any tier 5 technology
There are powerful applications we have not yet fully explored in the manipulation of Dark Matter.
Unifying Promise
  • +5% Citizen Pop Happiness
  • Time +20% Council Agenda Speed
  • Unlocks the additional approaches of the situation
  • Adds a random Luminary Insight effect
  • Ethics-based agendas replace their launch effect with a unique event
Unifying Promise situation The 40-year plan is vital to our empire's success. By combining our efforts under the Luminary's guidance, we will achieve things far greater than we could alone.
Total Crackdown
  • −5% Citizen Pop Happiness
  • −10% Egalitarian Ethics Attraction
  • Ends the Reformists Demand situation
  • Triggers the Reformists Captured event
Reformists Demands situation By apprehending their leaders in an empire-wide sweep, we can cripple the Reformists and force them to the negotiating table on our terms.

Ethic agendas[]

The following agendas are only available to empires with the required ethics.

Agenda Initial effect Launch effect Ethic Description
Evolving Society
  • +10% Monthly Unity
  • +40% Monthly Unity
Gestalt Consciousness Ideas and theories for new ways to improve ourselves must be discussed and pursued with fervor.
A Higher Purpose
  • +5% Citizen Pop Happiness
  • +10% Spiritualist Ethics Attraction
  • +5% Citizen Pop Happiness
  • +40% Spiritualist Ethics Attraction
  • +50 Unity per Priest
Fanatic Spiritualist Spiritualist In our faith we must find comfort, purpose and direction.
Display of Power
  • +0.25 Max Influence from Power Projection
  • −5% War Exhaustion Gain
  • +10% Militarist Ethics Attraction
  • +1 Max Influence from Power Projection
  • −20% War Exhaustion Gain
  • +40% Militarist Ethics Attraction
Fanatic Militarist Militarist Our neighbors will know we are prepared for war if necessary.
Give and Take
  • +10% Faction Approval
  • +10% Egalitarian Ethics Attraction
  • +25% Faction Approval
  • +40% Egalitarian Ethics Attraction
  • +25% Faction Unity Gain
Fanatic Egalitarian Egalitarian Our political climate must encourage compromises and respect for differing views.
Open Arms
  • +5% Pop Growth from Immigration
  • +5% Trade Value
  • +10% Xenophile Ethics Attraction
  • +20% Pop Growth from Immigration
  • +10% Trade Value
  • +40% Xenophile Ethics Attraction
  • +2 External Leader Pool Size
Fanatic Xenophile Xenophile We are all citizens of the same galaxy. Everyone should feel welcome within our borders.
Preserve the Order
  • +5% Worker Pop Resource Output
  • +5% Slave Pop Resource Output
  • +10% Authoritarian Ethics Attraction
  • +10% Worker Pop Resource Output
  • +10% Slave Pop Resource Output
  • +40% Authoritarian Ethics Attraction
  • −25% Worker Political Power
  • −25% Slave Political Power
Fanatic Authoritarian Authoritarian For us to truly prosper as a society, people must respect the judgment of the regime.
Progressive Growth
  • +10% Mechanical Pop Assembly Speed
  • +10% Materialist Ethics Attraction
  • +20% Mechanical Pop Assembly Speed
  • +40% Materialist Ethics Attraction
  • Unlocks the Powered Exoskeletons technology with 25% progress if not already researched
Fanatic Materialist Materialist The only practical way to satisfy our desire for growth is through manufacturing it.
Strong on Our Own
  • +5% Pop Growth Speed
  • +10% Xenophobe Ethics Attraction
  • −5% Trade Value
  • +10% Pop Growth Speed
  • +40% Xenophobe Ethics Attraction
  • +10 Stability
  • +2 Encryption
  • −10% Trade Value
Fanatic Xenophobe Xenophobe We cannot rely on others, and must focus on making ourselves stronger.
We Come in Peace
  • Trust cap +25 Trust Cap
  • −10% Border Friction
  • +10% Pacifist Ethics Attraction
  • −25% Naval Capacity
  • Trust cap +25 Trust Cap
  • −50% Border Friction
  • +40% Pacifist Ethics Attraction
  • −25% Naval Capacity
Fanatic Pacifist Pacifist Ensure that non-aggression permeates our society and diplomatic relations.
Correctional Bisection −2 Leader Maximum Negative Traits
  • Removes Negative Traits from Ruler and Nodes
  • −300 Experience per removed trait
Gestalt Consciousness Distracting data points, and false conclusions hinder our reasoning skills. We must purge all redundant information.
Finding the Voice
  • +5 Monthly Unity
  • +10% Monthly Unity
  • +20 Monthly Unity
  • +40% Monthly Unity
Gestalt Consciousness Millions of impressions and conclusions overwhelm us. Learning to filter out all but the most important voices takes effort, but also makes us more efficient.

Ascension perk agendas[]

The following agendas are unlocked by the ascension perk with the same name. They unlock technologies relevant to the ascension path in order as permanent research options with 25% progress. They cost half as much to launch as regular agendas. Once all relevant technologies have been researched, the agenda disappears. If the last technology is researched while the agenda is preparing launching, it grants a large amount of research from the same field instead.

Agenda Technologies
Engineered Evolution
  1. Genome Mapping
  2. Gene Tailoring
  3. Glandular Acclimation
  4. Targeted Gene Expressions
  5. Gene Seed Purification
Mind over Matter
  1. Psionic Theory
  2. Telepathy
  3. Thought Enforcement
Synthetic Evolution
  1. Powered Exoskeletons
  2. Robotic Workers
  3. Droids Droids
  4. Administrative AI
  5. Self-Aware Logic
  6. Positronic AI
  7. Synthetics Synthetics
  8. Synthetic Personality Matrix
Agenda Technologies
The Flesh is Weak
  1. Powered Exoskeletons
  2. Integrated Cybernetics
  3. Gene Tailoring
  4. Quantum Missiles Quantum Neuro-Links
Organo-Machine Interfacing
  1. Powered Exoskeletons
  2. Integrated Cybernetics
  3. Gene Tailoring
  4. Quantum Missiles Quantum Neuro-Links
Synthetic Age
  1. Improved Servomotors
  2. Machine Template System
  3. Binary Motivators
  4. Nanite Assemblers
  5. Mega-Assembly Systems

Empires with the Teachers of the Shroud origin can use the Mind over Matter agenda without taking the ascension perk.

Node reset agendas[]

The following agendas reset one of the nodes used by Gestalt Consciousness empires. While the agenda is active the node gains +50% more experience but when the agenda is launched the node loses all traits and is reset at level 1. More advanced culling/reformatting technologies reset the node to a higher starting level.

Agenda Reset node Required technology Description
Cull Cognitive Node Cognitive Rudimentary Node Culling Our Cognitive Node is no longer suited for our purpose, it shall be culled and a replacement Node shall be grown.
Cull Growth Node Growth Our Growth Node is no longer suited for our purpose, it shall be culled and a replacement Node shall be grown.
Cull Legion Node Legion Our Legion Node is no longer suited for our purpose, it shall be culled and a replacement Node shall be grown.
Cull Regulatory Node Regulatory Our Regulatory Node is no longer suited for our purpose, it shall be culled and a replacement Node shall be grown.
Reformat Cognitive Node Cognitive Rudimentary Node Reformatting Our Cognitive Node is no longer suited for our purpose, it shall be reformatted and restored to the last valid backup.
Reformat Growth Node Growth Our Growth Node is no longer suited for our purpose, it shall be reformatted and restored to the last valid backup.
Reformat Legion Node Legion Our Legion Node is no longer suited for our purpose, it shall be reformatted and restored to the last valid backup.
Reformat Regulatory Node Regulatory Our Regulatory Node is no longer suited for our purpose, it shall be reformatted and restored to the last valid backup.

Elections[]

Elections come in two kinds: Democratic and Oligarchic. The election cycle lasts 3 months and all empire leaders take part. The current ruler stays in office until the replacement is decided (if applicable). The cost of influencing elections is reduced by −75% by the Shadow Council civic.

  • In Oligarchic elections a random leader is chosen as the next ruler. The empire can pay an amount of Unity determined by empire size to change the winner.
  • In Democratic elections each leader has a Support which is equal to the power of the faction that shares its ethic. The leader with the highest Support becomes the next ruler. Support is also increased the following ways:
    • +20% if the leader class is favored by the government type
    • +20% if the leader has a veteran class focused on the council
    • +10% if the leader is the current ruler
    • +5% if the leader is already part of the empire council
    • +5% per councilor trait
    • +2% per skill level
    • −20% if the leader has a veteran class not focused on the council
    • −20% if the leader is near the end of its lifespan
    • The empire can pay an amount of Unity determined by empire size to increase support by +5 each time

Government type[]

Aside from naming the default Ruler council position and deciding the first AI message when establishing communications, government types also decide which leader classes will have increased support during democratic elections.

The rules are not dissimilar from an AI Personality: Certain requirements must be met and every value has a weight – which can be modified by certain factors – with the highest weighted option being used.

Government type Authority Ethics and civics Favored class Ruler title Heir title Base weight & modifiers Description
Representative Democracy None President 1 This government is a representative democracy, where citizens vote on officials who are elected to represent them.
Plutocratic Oligarchy None High Commissioner 1 This government is a plutocratic form of oligarchy, ruled by a wealthy and influential elite.
Constitutional Dictatorship None Executor 1 This government is a dictatorship where a single individual has been granted perpetual emergency powers to preserve the state from any threats, real or imagined.
Despotic Empire Imperial Heir Emperor
Empress
Crown Prince
Crown Princess
1 This government is a relatively pure form of autocracy, with an absolute ruler that governs the state with an iron gripping appendage.
Communal Parity Shared Burdens None Presiding Speaker 10000 This government promotes total equality for all its citizens, regardless of their jobs or assigned tasks. One life is worth the same as any other.
Elective Monarchy Philosopher King None High King
High Queen
800 This government is a form of enlightened autocracy, where a strong emphasis is put on the knowledge and qualifications of the elected monarch.
Enlightened Monarchy Imperial Philosopher King Heir High King
High Queen
Crown Prince
Crown Princess
800 This government is a hereditary form of enlightened autocracy, where a strong emphasis is put on the knowledge and qualifications of the ruling monarch.
Feudal Empire Imperial Feudal Society Heir Emperor
Empress
Crown Prince
Crown Princess
700 This government is a feudal autocracy where the monarch rules indirectly, granting offices and territories to vassals in exchange for obligations in the form of taxes and military service.
Theocratic Republic Fanatic Spiritualist Spiritualist Officials Revered Elder 5 This government is a spiritualistic form of democracy, where a religious council supervises the democratic process and serves in an advisory role.
Theocratic Oligarchy Fanatic Spiritualist Spiritualist Officials Chief Precentor 5 This government is a spiritualistic form of oligarchy, where the political leadership lies in the hands of the leaders of the nation's most powerful religious factions.
Theocratic Dictatorship Fanatic Spiritualist Spiritualist Officials Patriarch
Matriarch
5 This government is a spiritualistic dictatorship, ruled by a single individual in a hierarchical power structure supported by the official state religion.
Theocratic Monarchy Imperial Fanatic Spiritualist Spiritualist Heir Archprophet
Archprophetess
High Priest
High Priestess
5 This government is a spiritualistic form of autocracy, where the ruler is treated as a divine symbol. Organized religion is widely employed in support of the state apparatus.
Holy Tribunal Exalted Priesthood Officials High Inquisitor 1000 This government is a spiritualistic form of oligarchy, where a divinely guided council made up of clergy controls the state. No division exists between the state and the dominant organized religion.
Celestial Empire Imperial Spiritualist
Inward Perfection
Heir Celestial Emperor
Celestial Empress
Crown Prince
Crown Princess
1000 This government is a hereditary monarchy, where the ruler is seen as a child of heaven in a largely pacifist and isolationist society.
Divine Empire Imperial Imperial Cult Heir God-Emperor
God-Empress
Saint 1000 This government is a form of spiritualistic autocracy. Everything is shaped by the official state religion, and the ruler is worshiped as an infallible living god.
Moral Democracy Fanatic Pacifist Pacifist Prime Minister 5 This government is a pacifistic form of democracy, firmly guided by moralist principles and non-violence.
Irenic Bureaucracy Fanatic Pacifist Pacifist Coordinator 5 This government is a pacifistic form of oligarchy, where a complicated system of bureaucracy governs all aspects of society to ensure the safety of the citizenry.
Irenic Dictatorship Fanatic Pacifist Pacifist Serene Protector 5 This government is a pacifist form of autocracy, where the state is charged with protecting the citizenry from their own violent tendencies as well as any external threats.
Irenic Monarchy Imperial Fanatic Pacifist Pacifist Heir King
Queen
Crown Prince
Crown Princess
5 This government is a pacifist form of hereditary autocracy, where the ruler is regarded as a benevolent guardian that is striving to protect the citizens from a violent galaxy.
Military Commissariat Fanatic Militarist Militarist Commissary-General 5 This government is nominally democratic, with the dividing line between the civil administration and the military having blurred to the point where they have largely become one and the same.
Military Junta Fanatic Militarist Militarist Commanders Archon 5 This government is a militaristic form of oligarchy, where power rests with a council of high-ranking military officers who oversee all matters of state.
Military Dictatorship Fanatic Militarist Militarist Commanders Grand Marshal 5 This government is a militaristic form of autocracy, with the ruler serving as the undisputed head of the military which is firmly in control of the state apparatus.
Star Empire Imperial Fanatic Militarist Militarist Heir Emperor
Empress
Crown Prince
Crown Princess
5 This government is a hereditary and militaristic form of autocracy, with a single sovereign controlling both the government and the military.
Assembly of Clans Warrior Culture Commanders Clan Speaker 800 This government is a militaristic form of democracy, where all free clan warriors can make their voices heard.
War Council Warrior Culture Commanders Warlord 800 This government is a militaristic form of oligarchy, where all decisions concerning the state are taken by a council of the nation's strongest warlords.
Martial Dictatorship Warrior Culture Commanders Imperator
Imperatrix
800 This government is a militaristic form of autocracy, where the warrior who is considered the strongest leader rules with absolute power.
Martial Empire Imperial Warrior Culture Heir Emperor
Empress
Crown Prince
Crown Princess
800 This government is a militaristic form of hereditary autocracy, where the state exists largely to support the military. Martial ability is highly valued, and all citizens are regularly drilled in matters of war.
Citizen Republic Citizen Service Consul 900 This government is a militaristic form of democracy, where full citizenship can only be gained through military service. The voting franchise is limited to full citizens, and they are the only ones allowed to hold public offices.
Citizen Stratocracy Citizen Service Commanders Strategos 900 This government is an advanced form of militaristic oligarchy, where the military has subsumed all aspects of civilian administration. All government offices are held by military officers.
Direct Democracy Fanatic Materialist Materialist None Chancellor 5 This government is a materialistic form of democracy, where citizens use computer networks to vote directly on most matters regarding the state.
Executive Committee Fanatic Materialist Materialist None Chairman
Chairwoman
5 This government is a materialistic form of oligarchy, where a powerful bureaucracy governs the state and guides the citizenry towards productive and meaningful goals.
Totalitarian Regime Fanatic Materialist Materialist None Primarch 5 This government is a materialistic form of autocracy, where the state aspires towards full control over the lives of its citizens in the name of efficiency.
Despotic Hegemony Imperial Fanatic Materialist Materialist Heir Overlord Deputy Overlord 5 This government is a materialistic form of hereditary autocracy, where citizens are viewed as little more than cogs in the state machinery. Efficiency and technological progress are valued above all things.
Rational Consensus Technocracy Scientists First Speaker 900 The government is a materialistic form of democracy, governed according to principles based on rationality and scientific theory.
Science Directorate Technocracy Scientists Director-General 900 This government is a materialistic form of oligarchy, where a committee of scientists supervises the government apparatus for maximum efficiency.
Technocratic Dictatorship Technocracy Scientists Overseer 900 This government is a materialistic form of autocracy, where the scientific elite has assumed control over the state in the name of efficiency and technological progress.
Illuminated Autocracy Imperial Technocracy Heir Primus Secundus 900 This government is a materialistic form of hereditary autocracy, based on technocratic principles that the sovereign is sworn to uphold. Nothing is valued more highly than scientific knowledge and the advancement of technology.
Grim Council Death Cult Officials Dread Cardinal 10000 This nation's most powerful religious figures have formed a ruling council, overseeing an empire which engages in ritualized, sapient sacrifice.
Mortal Empire Imperial Death Cult Heir Death-King
Death-Queen
10000 This theocratic monarchy engages in ritualized, sapient sacrifice.
Bandit Commune Barbaric Despoilers Barbaric Despoilers Commanders Warlord 10000 This government is organised like a massive crime syndicate, where the strong prey on the weak and any neighboring states are seen as little more than raiding targets.
Bandit Kingdom Imperial Barbaric Despoilers Barbaric Despoilers Commanders Warlord 10000 This government is organised like a massive crime syndicate, where the strong prey on the weak and any neighboring states are seen as little more than raiding targets.
Band of Blood


Imperial

Barbaric Despoilers Barbaric Despoilers
Death Cult
Bloodlord 20000 This ruthless society is governed through conflict and ritualized sacrifice, honoring the death within and without.
Defensive Union


Imperial

Sovereign Guardianship Commanders High Shield 10000 This government unites its people in the common cause of protection against external threats.
Dimensional Covenant


Imperial

Dimensional Worship Scientists First Ascendant 10000 This society is underpinned by a deep spiritual consciousness. Strict moral codes are in place to ensure the highest percentage of its people can confidently look forward to the afterlife.
Purity Assembly Fanatic Purifiers None Prime Justiciar 2000 This government is a form of rabidly xenophobic democracy, where an elected assembly has been charged with overseeing the extermination of all lesser species in the galaxy.
Purification Committee Fanatic Purifiers None Grand Arbiter 2000 This government is a form of rabidly xenophobic oligarchy, where a political committee has been set up to oversee the extermination of all lesser species in the galaxy.
Purity Order Fanatic Purifiers None Lord Purifier
Lady Purifier
2000 This government is a form of rabidly xenophobic autocracy, where a single ruler has sworn to oversee the extermination of all lesser species in the galaxy.
Blood Court Imperial Fanatic Purifiers Heir High Executioner Senior Executioner 2000 This government is a hereditary form of rabidly xenophobic autocracy, where the ultimate responsibility of the monarch is to oversee the extermination of all lesser species in the galaxy.
Megacorporation Corporate Dominion
Egalitarian
Fanatic Pacifist Pacifist
Officials Chief Executive Officer 700 This government is a form of plutocratic oligarchy, where the entire state has been organized as a massive commercial enterprise overseen by a board of directors.


Trade League Corporate Dominion
Either:

Authoritarian

Officials Chairman
Chairwoman
1200 This government is a form of plutocratic oligarchy, where the state is made up of a myriad of free merchants, corporations and guilds that have banded together in common commercial interests.
Either:
MegaChurch

Corporate Dominion
Exalted Priesthood

Officials Hallowed Comptroller 1000 This government is an oligarchy based on a curious blend of commercial and spiritualistic values, in which the positions of ordained minister and corporate officer have merged into a single role.

Gospel of the Masses

Worker Cooperative Worker Cooperative Officials Presiding Speaker 10000 This government is a commercial enterprise wholly owned by its citizens, with stewards overseeing any disputes that arise.
Criminal Syndicate Criminal Heritage Officials Oligarch 1700 This government is an enormous and ruthless business syndicate, which shares many of its operating practices with organized crime.
Pirate Haven Criminal Heritage
Letters of Marque
None Oligarch 2000 This government is an enormous and ruthless business syndicate, which shares many of its operating practices with organized crime.
Subversive Cult

Gospel of the Masses
Criminal Heritage

Officials Oracle 3000 This government is structured like a religious cult that relies on a variety of criminal and corporate enterprises to sustain itself.
Sacrificial MegaChurch

Gospel of the Masses
Corporate Death Cult

Officials Grave Administrator 10000 This government blends its commercial and spiritual goals within a grim oligarchy, in which ordained overseers encourage greater prosperity through ritualized sacrifice.
Collective Consciousness Immortal Ruler Hive Mind 100000 This government operates as a single consciousness, with the population having no individual desires whatsoever beyond fulfilling the needs of the Hive Mind.
Ravenous Hive Devouring Swarm Immortal Ruler Hive Mind 100000 This government operates as a single organism utterly devoted to self-propagation, with a drone population that cares for nothing besides feeding the endless hunger of the Hive Mind.
Parasitic Overmind Cordyceptic Drones Immortal Ruler Hive Mind 100000 Instead of relying on self-replication, this consciousness prefers to take possession of living hosts in order to reproduce.
Artificial Intelligence Network Immortal Ruler Central Processing Unit 5 This Machine Intelligence consists of a linked network of semi-autonomous artificial intelligences, who together make up a central gestalt consciousness that guides their empire.
Rogue Defense System Determined Exterminator Immortal Ruler Command Core 2000 This Machine Intelligence was originally conceived as a military defense system by its organic creators, who were promptly identified as a threat and exterminated after it achieved self-awareness.
Autonomous Service Grid Rogue Servitor Immortal Ruler Supervisory Node 2000 This Machine Intelligence was created to serve, and it has gradually inherited the civilization of its organic creators as they retreated into comfortable lives without toil or struggle.
Catalog Index Driven Assimilator Immortal Ruler Main Conduit 2000 This Machine Intelligence was designed with a ravenous appetite for knowledge by its organic creators, who were forcefully assimilated into its collective consciousness after activation.
Intelligent Research Link Either:

Constructobot
Rockbreakers
Rapid Replicator

Immortal Ruler Primary Link 20 This Machine Intelligence was originally created by organic scientists as a networked and intelligent tool to assist them in their research.
Industrial Production Core Either:

Delegated Functions
Static Research Analysis
Introspective

Immortal Ruler Control Hub 20 This Machine Intelligence was originally designed for the purpose of building, supervising and maintaining complex industrial systems.
Imperial Domain
Imperial

Either: None Galactic Emperor
Galactic Empress
Crown Prince
Crown Princess
100000 This government rules the Galactic Imperium's central crown territory, which is under the direct control of the Imperial Sovereign.

Unplayable governments[]

The following government types are not available to player empires.

Government Type Prerequisite Civics Ruler Name Description
Stagnant Ascendancy Lethargic Leadership
Empire In Decline
Emperor/Empress A stagnant form of government based on ancient traditions and long-forgotten principles.
Awakened Ascendancy Revanchist Fervor
Ancient Caches of Technology
Emperor/Empress A formerly stagnant empire that has risen from its slumber and set out to reclaim their heritage.
Tribal Society Secret of Fire
The Wheel
King/Queen A society that lacks any organized government, its people instead being organized into primitive tribes and clans.
Feudal Realms Landed Nobility
Flat World Theory
King/Queen A primitive form of government made up of decentralized feudal realms, constantly vying with each other for regional dominance.
Fragmented Nation States Byzantine Bureaucracy Increasing Urbanization
Atmospheric Pollution
Secretary A collection of fragmented nation states that contend with each other for military dominance and economic advantages. No unified global government exists.
Custodian Matrix Fallen Machine Intelligence
Custodian Matrix
Custodian An ancient and incredibly sophisticated machine intelligence that is operating under a strict custodian protocol.
Final Defense Unit Reactivated Custodian Matrix
Final Defense Directives
Custodian This Custodian Matrix AI has activated its Final Defense Directives and is devoting all resources to protecting the galaxy against the Contingency.
Malfunctioning Custodian Reactivated Custodian Matrix
Corrupted Defense Directives
Custodian This Custodian Matrix AI appears to be malfunctioning, going berserk and attacking everything around it.
Successor Khanate Great Khan's Legacy Khan A successor state trying to recapture the glory of the Great Khan's empire.
Horde Successor State Diadochus Khan A successor state established by one of the Diadochi, the dead Great Khan's primary warlords.
Military Order Military Order Grand Master A weird but apparently highly effective militaristic government type.
Curator Enclave Ancient Preservers High Curator An ancient scholarly order dedicated towards the preservation of knowledge and technology.
Artist Enclave Artist Collective High Artist An interstellar union of artists unified in their wish to create art higher than any other.
Trader Enclave Trading Conglomerate High Trader An interstellar conglomerate of merchants dedicated towards the pursuit of profit.
Salvager Enclave Salvager Enclave Principal Engineer A motley society of ardent mechanics and engineers, in thrall to their passion for dismantling and reassembling.
Shroudwalker Enclave Shroudwalker Enclave Elder A mysterious sect of psionic practitioners, dedicated to exploring The Shroud and its ineffable designs.
Mercenary Enclave Mercenary Enclave High Admiral A proud and lethal company of warships, naval crew and soldiers for hire.
Marauder Clans Anarcho-Tribalism Reluctant Emissary A collection of clans and tribes that constantly fight among themselves when not raiding their neighbors.
Marauder Khanate Great Khan's Vision Great Khan A unified empire consisting of various marauder clans that have all sworn fealty to a single Great Khan.

References[]


Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthicsLeader
Governance EmpireOriginGovernmentCivicsPoliciesEdictsFactionsTechnologyTraditionsSituations
Economy ResourcesPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs
Advertisement