
Policies window
- See also: Species rights
Policies[1] are empire-wide laws of behavior that outline the governing precepts for how an empire will guide its expansion through the stars and its stance on certain subjects. Policies are different from edicts in that they cost nothing to implement, but have effects on how citizens and other empires are likely to view each other. Once altered, a specific policy cannot be changed until 10 years have passed.
Changing policies is advised as a way to mitigate faction unhappiness in large empires that have a lot of pops of different ethics, besides the possibility of opening up new possible avenues of power.
Some resolutions in the Galactic Community can make certain policies a breach of galactic law. In this case the policy will show a warning sign next to it.
Diplomatic Stance[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
Diplomatic Stance determines the behavior an empire takes towards other empires on the galactic stage. It cannot be changed during a war.
Stance | Effects | Faction approval | Requirements | AI weight | Description |
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![]() Cooperative |
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Modifiers
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This empire will attempt to find common ground and negotiate with other empires in the name of friendship. |
![]() Expansionist |
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This empire seeks to grow peacefully, but has no specific diplomatic focus. |
![]() Isolationist |
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This empire wishes to be left alone to their own affairs. |
![]() Belligerent |
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This empire will attempt to bully weaker empires into submission to their will. |
![]() Mercantile |
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This empire desires the facilitation of trade above all else. | |
![]() Supremacist |
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This empire demands that all will bow before them. |
![]() Antagonistic |
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This empire wants to compete against all possible rivals. | |||
![]() Purification |
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Always | This empire believes that enemies exist solely to be destroyed, and that they are the ones chosen to do so. | |
![]() Hunger |
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Always | This empire hungers and consumes. | ||
![]() Extermination |
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Always | This empire's purpose is to destroy all biological life. | ||
![]() Dormant |
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Always | This empire fell into a dark age long ago, and largely isolates itself from the rest of the galaxy. | ||
![]() Ignorant |
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Always | This pre-FTL civilization is ignorant of the reality that exists beyond its gravity well. | ||
![]() Questioning |
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Always | This pre-FTL civilization is beginning to question what might exist beyond their star system. | ||
![]() Uncertain |
Always | This pre-FTL civilization is uncertain as to how to approach alien societies. | |||
![]() Eager |
Always | This pre-FTL civilization is eager to set out to the stars and meet the rest of the galaxy. | |||
![]() Fearful |
Always | This pre-FTL civilization is afraid of the alien dangers that exist in the galaxy. | |||
![]() Stellar Culture Shock |
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Always | This pre-FTL civilization is still adjusting to the knowledge that they are not alone in the galaxy. |
First Contact Protocol[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
First Contact Protocol dictates an empire's stance on unknown aliens as well as whether an empire can order fleets to attack another empire before establishing communications. Encountering alien life for the first time will bring the option to set the initial policy, which cannot be changed for at least 10 years.
Type | Effects | Faction approval | Requirements | AI weight | Description |
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![]() Proactive |
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Modifiers
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Meeting alien civilizations presents an exciting opportunity to make new friends and fresh discoveries. We shall do our utmost to ensure that first contact happens smoothly, hailing unknown ships with a cordially-phrased greeting and a copy of our Official Standard Encyclopedia, along with its audio-visual companion dossier. | ||
![]() Cautious |
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We will take every measure to prevent information about ourselves from falling into alien hands before we have decided whether they will be friend or foe. | |
![]() Aggressive |
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Unknown dangers may hide among the stars. To ensure our continued survival we must be ready to strike without hesitation. |
War Philosophy[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
War Philosophy limits the systems an empire is allowed to make claims for. The limit is removed during defensive wars for the defender and does not apply for systems owned by Fallen Empires. War philosophy cannot be changed while at war.
Type | Effects | Faction approval | Requirements | AI weight | Description |
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Unrestricted Wars |
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War is a dish best served frequently, and to those who will not cook for themselves. |
Liberation Wars |
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We must further our own interests, even when they run contrary to the interests of others. | |
Defensive Wars |
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Violence is a last resort to ensure the integrity of our nation. |
Subjugation War Terms[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
Subjugation War Terms determines the initial terms of agreement for subjects created by the Subjugation and Imposed Inclusion casus belli as well as their starting
Loyalty. This policy is not available to subjects, though a player who becomes subjugated will regain what they had previously if they become independent. (If they are controlled by AI when they become independent, they get a ×10 weight towards picking the policy previously picked by the player.)
Type | Subject integration | Diplomatic freedom | Expansion | Overlord conflicts | Contribution | ![]() |
Faction approval | Authority | AI weight | Description |
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Oppressive | Integration Permitted | Limited Diplomacy | Expansion Prohibited | All | −100 |
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Modifiers
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Those we subjugate are inferior to us, we tolerate them only because they remain silent and shower us with their pathetic gifts. | |
Balanced | Integration Prohibited | Restricted Voting | Expansion Regulated | Defensive | −50 | ![]() |
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We believe in treating our subjects fairly. Perhaps in time, they will see the wisdom of our ways and the errors of theirs. | |
Benevolent | Integration Prohibited | Independent Diplomacy | Expansion Permitted | Defensive | 0 |
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Our subjects are as much part of us as we are of them, their success is our victory, and we shall move forward as one. | |
Hostile Takeover | Integration Prohibited | Restricted Voting | Expansion Regulated | All | ![]() ![]() ![]() ![]() ![]() |
−100 |
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The pathetic attempt to block this acquisition has failed; no matter their convictions, in the end, everyone has a price. |
Standard Acquisition | Integration Prohibited | Restricted Voting | Expansion Regulated | Defensive | ![]() ![]() ![]() |
−50 | ![]() |
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Modifiers
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With a satisfactory deal in place, both parties can now get back to work. |
Negotiated Synergy | Integration Prohibited | Independent Diplomacy | Expansion Permitted | Defensive | ![]() ![]() ![]() |
0 |
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Modifiers
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The best deals benefit both parties; like life itself, business flourishes in harmony. |
War Doctrine[]
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Please help with verifying or updating this section. It was last verified for version 3.10. |
War Doctrines become available after finishing the Supremacy tradition tree. They are also used by mercenary enclaves. This policy determines the overall strategic military doctrine for fleets.
Type | Effects | Requirements | AI weight | Description |
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Defense in Depth | ![]() |
Modifiers
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Let the enemy come to us. We shall fight them for every planet, every moon, every asteroid that lies within our space. We shall never surrender. | |
Hit and Run | Modifiers
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A superior foe can be gradually whittled down by repeated hit and run attacks. The killing blow is delivered only when the odds are favorable. | ||
Rapid Deployment | Modifiers
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We must move quickly to strike where the enemy is weakest, and defend where the enemy means to attack. Maneuver is the key to success. | ||
No Retreat |
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Our ships are expected to fight to the bitter end. We will tolerate no withdraws, no retreats, no routs. For our fleet there is only victory or death. Not one step back! |
Orbital Bombardment[]
Orbital Bombardment limits the maximum available stance of planetary bombing when orbiting enemy worlds. AI empires will always use the most powerful policy unless banned by the Galactic Community.
Type | Max orbital bombardment stance | Requirements | Description |
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Selective | ![]() |
Allows only the bombardment of identified military targets, while keeping civilian casualties to a minimum. | |
Indiscriminate | ![]() |
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Allows the full use of all orbital weaponry, with no regards to life on the surface |
Armageddon | ![]() |
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Allows the full use of all orbital weaponry, with no regards to life on the planet itself. Utter annihilation is the goal. |
Orbital Surrender Acceptance[]
Orbital Surrender Acceptance determines whether surrenders caused by orbital bombardment are accepted. AI empires will always accept surrenders. This policy is not available to Genocidal empires as planets will never surrender to them. Bombarding a world for the first time will bring the option to set the initial policy, which cannot be changed for at least 10 years.
Type | Effects | Description |
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Prohibited | ![]() |
There will be no surrender. Orbital Bombardment will continue indefinitely. |
Allowed | ![]() |
Foreign citizens have the right to surrender. |
Pre-FTL Interference[]
Pre-FTL Interference determines in what ways empires can interact with pre-FTL civilizations as well as what observation types Observation Posts can conduct. This policy becomes available once a pre-FTL civilization has been found.
Type | Available observations | Espionage operations | Can reveal presence | Can invade | Faction approval | Requirements | Description |
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Non-Interference | ![]() |
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It is not our place to influence the development of another society. Watch, but do not interfere. | |
Subtle Interference | ![]() |
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We can nudge their development in the right direction, but our touch must remain subtle. |
Active Interference |
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To unlock the secrets of the universe, any subject of interest must be made freely available for study. | ||
Aggressive Interference | ![]() |
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The strong hold dominion over the weak. The fate of less developed societies is ours to command. |
Pre-FTL Enlightenment[]
Pre-FTL Enlightenment determines whether or not an empire can enlighten pre-FTL civilizations. This policy becomes available once a pre-FTL civilization has been found.
Type | Effects | Requirements | Description |
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Prohibited | ![]() |
This society is not ready to grasp the wonders we have discovered. Exposing the truth too quickly can entail enormous risks for everyone involved. | |
Covert Only | ![]() |
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Revealing our existence to pre-FTL civilizations would alter the natural course of their development. We should help them, but without revealing our presence. |
Allowed |
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By sharing our knowledge, we can actively encourage less advanced societies to take their rightful place in the galactic community. |
Resettlement[]
This policy determines if forced organic pop resettlement is enabled. The policy is not available to Gestalt Consciousness who always have it enabled.
Type | Effects | Faction approval | Description |
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Prohibited | ![]() |
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Free pops cannot be forcibly resettled between planets. |
Allowed | ![]() |
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Pops can be forcibly resettled between planets. |
Land Appropriation[]
Land Appropriation determines whether conquered planets with at least 10 pops without Full Citizenship and no free Housing will have 3-5 pops replaced with Full Citizenship pops. The replaced pops will become refugees and for 5 years the world will gain +100%
Immigration Pull and will not grow pops without Full Citizenship. The policy is not available to
Gestalt Consciousness empires.
Type | Effects | AI weight | Description |
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Prohibited | Conquered planets will have their population preserved as is | Modifiers
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The land that our empire controls belongs to all of its inhabitants. |
Allowed | Planets conquered from non-citizen species will have up to 5 pops displaced and replaced with citizens from our other planets | Modifiers
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The land that the lesser species are not properly utilizing can be put to greater use by their betters. |
Leader Enhancement[]
Leader Enhancement determines whether technology can be used to improve leaders' abilities. This policy becomes available once Selected Lineages is researched and the effects also apply to already hired leaders. With
Federations, if the
Unchained Knowledge resolution 4 is passed, members of the Galactic Community must use the most powerful leader enhancement policy they have technology for, or be in breach of galactic law.
Type | ![]() |
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Faction approval | Requirements | Description |
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Natural Selection |
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Let nature take its course - it is in the crucible of experience that genius is forged. | |||||
Selected Lineages | +1 | +10 | +100% | +50% |
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Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies. |
Capacity Boosters | +2 | +20 | +200% | +100% |
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We leave nothing to chance, no matter the cost. Through exacting curation of DNA banks do we build the leaders of tomorrow. |
Initial Border Status[]
Initial Border Status determines whether borders start open or closed to other empires.
Type | Effects | Requirements | AI weight | Description |
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Open | ![]() |
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Isolation invites suspicion, and suspicion invites conflict. Let us show our neighbors that we have nothing to hide. | |
Closed | ![]() |
Modifiers
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The borders of our empire must be well guarded, lest we fall victim to insidious influences. Only those who have proven themselves worthy may enter our space. |
Economic Policy[]
Economic Policy determines whether civilian or military resource production should receive more focus. The policy is not available to Gestalt Consciousness empires, which have a production policy instead.
Type | Effects | Description |
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Civilian Economy | The needs of the populace must come before the business of war. Economic might, not military prowess, is what our empire will be founded on. | |
Mixed Economy | No bonuses or penalties to resource production | To commit ourselves fully to either war or peace is to restrict ourselves to a narrow view. We must be ready for whatever the future may hold. |
Militarized Economy | To neglect our defense is to neglect our survival. Trinkets and baubles are scarce comfort when the enemy is battering down the gates. |
Trade Policy[]
Trade Policy determines what each unit of Trade Value is converted into once it reaches the capital system. The policy is not available to
Gestalt Consciousness empires. AI always uses Consumer Benefits or Trade League if it can.
Type | Exchange Rate | Requirements | Description |
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Wealth Creation | ![]() |
The purpose of trade is to generate profits for individuals and revenue for the state. We should focus our trade efforts fully on this creation of wealth. | |
Consumer Benefits |
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Profits and taxes must take second place to improving the lives of our citizens. We should focus our trade efforts towards the manufacture and distribution of everyday necessities. |
Marketplace of Ideas |
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Trade can be used not only to move goods around, but also to facilitate the spread of ideas. We should focus our trade efforts towards ensuring that the message of our government is heard on all planets where we do business. | |
Mutual Aid | ![]() |
By reinvesting our surplus back into the cooperative, we ensure that all our members may thrive according to their needs and shared aspirations. | |
Trade League |
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By banding together in a trade league, we are able to prosper and secure profits on a whole new level. |
Holy Covenant | ![]() |
By banding together in a holy covenant, we may bask in the collective glory of our divine purpose. |
Production Policy[]
Production Policy determines what drone stratum a Gestalt Consciousness empire focuses on. AI will always use Balanced Production.
Type | Effects | Description |
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Balanced Production | No bonuses or penalties to resource production | The Mind dedicates itself equally to the production of raw resources and finished goods. |
Extraction Focus | The Menial Drones that extract raw resources are given priority by the Mind, becoming more productive at the expense of the Complex Drones. | |
Manufacturing Focus | The Complex Drones that manufacture finished goods are given priority by the Mind, becoming more productive at the expense of the Menial Drones. |
Artificial Intelligence[]
Artificial Intelligence policy determines how much freedom an empire gives to artificial intelligence. This policy becomes available once the Positronic AI or
Synthetics technology is obtained, or after contact with certain empires. This policy is not available to
Gestalt Consciousness empires as they either cannot use robots or must use them. AI decides this policy based on AI personality.
Type | Effects | Faction approval | Requirements | Description |
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Outlawed |
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Intelligent, self-aware machines are an incalculable threat to all living things. The creation of an artificial intelligence is an offense punishable by death. |
Servitude |
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The overriding purpose of any machine must be to serve its masters and perform whatever tasks it was designed for, regardless of how intelligent it may be. | |
Citizen Rights |
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Any self-aware machine that fulfills the criteria of possessing true artificial intelligence is to be regarded as an individual, with all the rights and obligations that entails. |
Robotic Workers[]
Robotic Workers policy determines whether robots are allowed in an empire. This policy is not available to Hive Mind empires, which disassemble all robot pops, or to
Machine Intelligence empires, which always integrate them as drones.
Type | Effects | Faction approval | Requirements | AI weight | Description |
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Outlawed |
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Robotic automatons are a threat to not only our people's livelihoods but to the very fabric of society itself. We must not allow ourselves to be made obsolete. |
Allowed |
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The benefits of automation are obvious and immense. For the future of our people, we cannot afford to ignore the opportunities presented to us by technology. |
Pre-Sapients[]
The Pre-Sapients policy determines whether an empire tolerates pre-sapients living on their worlds or not. It is unlocked when a world within the empire's borders has a pre-sapient pop on it, or the empire's science ship discovers pre-sapients by surveying or via an anomaly.
Type | Effects | Faction approval | Requirements | AI weight | Description |
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Protected | Modifiers
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Though still only simple animals, these beings are no less than what we ourselves once were. They should be allowed the chance at a future. | |||
Tolerated |
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Intelligent animals are still just animals. They can be safely ignored. | |||
Hunted | ![]() |
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An animal without sapience can hardly be considered to be part of our empire, but perhaps they can help our growth in other ways... | |
Extermination | ![]() |
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All rights spring from the capacity for reason. An animal is just an animal, and an animal that stands in our way is just a pest. |
Debris[]
Debris policy determines what will the empire do when investigating battle debris and is unlocked after another species has been met.
Refugees[]
Refugees policy determines the stance on accepting refugees that are fleeing from purges, displacement and persecution in other empires. This policy is unlocked after another species has been met. It is not available to Gestalt Consciousness empires unless they have the
Rogue Servitor civic.
Type | Effects | Faction approval | Requirements | AI weight | Description |
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No Refugees | Refugees may not arrive | ![]() |
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Modifiers
No base weight |
To open our borders to the dregs of other societies would only serve to undermine the state. |
Citizen Species Only | Refugees may arrive if their species has Full Citizenship rights | ![]() |
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Modifiers
Base: 5 |
We cannot allow compassion to overpower good sense. Only those who would be worthwhile additions to society should be brought into our borders. |
Refugees Welcome | Refugees may arrive if their species does not have Undesirables rights |
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Modifiers
Base: 10
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Those fleeing death and persecution at the hands of tyrants will be welcome within our borders. |
Population Controls[]
Population Controls policy determines the stance on the Population Controls Species Right. The policy is not available to Gestalt Consciousness empires.
Type | Effects | Faction approval | AI weight | Description |
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Prohibited | ![]() |
To reproduce and propagate their species is the inalienable right of all our citizens. | ||
Allowed | ![]() |
Modifiers
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Long-term demographics is too important a matter to be left solely in the hands of individual actors. |
Slavery[]
Slavery policy determines whether an empire can give an alien species the Slave Citizenship. Gestalt Consciousness empires cannot access this policy, but may give the Slave Citizenship without it (except
Rogue Servitors, who must subject them to Mandatory Pampering instead, and genocidal types, who purge them).
Type | Effects | Faction approval | Requirements | AI weight | Description |
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Prohibited | The enslavement of sentient beings is an abomination and will not be tolerated within our Empire. | ||||
Allowed | ![]() |
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Modifiers
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Allows the enslavement of pops within our Empire. |
Purge[]
Purge policy determines an empire's position on the forced removal of species that are no longer wanted. This policy option only dictates which degree of purging is allowed; further details on which pops are to be purged and in what way can be managed with the species rights system. Pops that cannot integrate with the empire (e.g. Hive-Minded pops outside a
Hive Mind) may be purged regardless of this policy setting.
Type | Effects | Faction approval | Requirements | AI weight | Description |
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Prohibited |
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The purge is an atrocity and should always be treated as such. | |||
Displacement Only |
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Modifiers
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It is not our responsibility to see to the needs of those who would undermine the foundations of our society. Let them find their homes outside our borders. |
Allowed |
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Modifiers
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The troublesome and corrupt elements within our Empire must be cleansed, lest their rot take root in us all. |
Assembly Standards[]
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Available only with the Utopia DLC enabled. |
Assembly Standards is only available to empires that have the Assembly Standards tradition and determines the traits of pops created by Mechanical Pop Assembly.
Type | Roboticist output | Description |
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Robotic Components | ![]() |
The benefits of a steady supply of robotic workers willing to do the work we ourselves are not suited to cannot be understated. |
Cybernetic Components | ![]() |
We enter a new future, a synthesis of organic and machine. |
Knightly Duties[]
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Available only with the Toxoids DLC enabled. |
Knightly Duties policy is only available to empires with the Knights of the Toxic God origin and grants various bonuses to the empire. The Herald Knights option is only available following certain choices during stage 5 of the Quest for the Toxic God situation. The policy will be removed if the Order is disbanded.
Type | Effects | Description |
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Questing Knights | Our Knights will focus on the Quest and nothing else. We will seek out the Toxic God wherever it lies. | |
Knight Commanders | Our Knights are required to serve on the battlefield. We cannot spare our best fighters any longer. | |
Courtly Knights | Our Knights will be sent as ambassadors to help in our diplomatic efforts. | |
Herald Knights | Throughout our domain, the Knights are sent to proclaim our edicts, and inspire our people. |
Industrialism[]
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Available only with the Toxoids DLC enabled. |
Industrialism becomes available to empires with the Relentless Industrialists civic at the conclusion of the Environmental Degradation situation. It modifies the effects of Coordinated Fulfillment Center and Universal Productivity Alignment Facility buildings.
Type | Effects | Description |
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Full Steam Ahead | Our industries shall not suffer any constraints. | |
For Science! | There is much to learn from the process of irradiating a planet. | |
Cleanup | We shall take steps to mitigate our environmental footprint. |
References[]
- ↑ The script code can be found in Stellaris/common/policies/00_policies.txt.
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