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Speciesrights

Species rights interface.

Species rights determined how species are treated in an empire. The rights can be determined individually for each species and can be changed every 10 years. Default rights for new species in the empire can also be set, which can later be modified for individual species. What rights can be selected depends on whether the species is the main species of the empire and what ethics, civics, policies, and authority the empire has. The set rights interface can be found from the species panel.

When a species template is created, it inherits the species right of the unmodified species. However, the template can be given separate rights afterwards.

Citizenship[]

Citizenship represents the status of a species in an empire: whether they are free, partially free, or subjugated; whether or not they can participate in the political processes of the country; what freedoms and restrictions can be placed on them; and even whether they have the right to live in the empire at all. In addition to rights and obligations, citizenship also affects pops' ability to seek refuge: empires can allow all refugees, granting them residence or full citizenship, or only accept refugees from species that already have full citizenship.

Type Pop effects Requirements Description
Full Citizenship Pops are free and allowed to join factions, and the species can produce leaders.

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

Residence Pops are free but are not allowed to join factions, and the species cannot produce leaders.

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

Slaves All pops of this species will be enslaved. What this entails depends on the type of slavery.

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

Servitude Robots with Servitude citizenship can work any Worker or Specialist job they are capable of doing, based on technological constraints and Artificial Intelligence policy. They cannot produce leaders.

A toaster will always be a toaster.

Undesirables −100% Political power All pops of this species will be purged. What this entails depends on the type of purge.

State records do not recognize the existence of this species.

Machine Integration All owned pops of this species are fully integrated with the Machine Intelligence. They can work any job (besides special cases such as Bio-Trophies) and produce leaders.

Assuming direct control.

Bio-Trophy +1000% Political power Pops of this species are revered and cared for by the Machine Intelligence, freed from the burdens of responsibility and agency. They are given the Mandatory Pampering living standard, enabling them to 'work' as Bio-Trophies.

Glory to organics.

Assimilation[]

Assimilation is a special citizenship type where pops are changed over time to match the primary species of the empire. Each year 3, 6, or 12 pops will be assimilated on each planet. The type of assimilation depends on the empire and the pop in question. Assimilation is not available to Genocidal empires and cannot be used on robot pops.

Assimilating a pop removes the Cybernetic and Psionic trait if they have it. Assimilating an invaded primitive species will remove stellar culture shock modifiers.

Assimilation trait Requirements
Cybernetic Driven Assimilator or Transubstantiation Synthesis tradition
Mechanical Mechanical Synthetic Age tradition and not Machine Intelligence
Machine species Machine Adopted the Synthetic tradition tree and Machine Intelligence
Psionic Great Awakening tradition
Hive-Minded Engineered Genesis tradition and Hive Mind
Hive-Minded Engineered Genesis tradition and not Hive Mind

Living standards[]

Living standards represents how economically favored a species is, as well as the gap between different social strata. The higher the living standards of a Pop is, the more Consumer Goods it will use, but the happier it will be. Higher living standards also remove the penalties from unemployment.

Most living standards require the species to be neither Machine species Machine nor Hive-Minded, and to either have Neutering purge type or not have Undesirables citizenship.

Changing the living standards of a species from Chemical Bliss to anything else will give that entire species the Withdrawal Symptoms modifier, which reduces its happiness by −10% and its resource output by −20% for 5 years.

Type Ruler effects Specialist effects Worker effects Slave effects Unemployed penalties Requirements
Chemical Bliss yes
  • Subdermal Stimulation technology
  • Mechanical Mechanical species
Utopian Abundance no Fanatic Egalitarian Egalitarian
Shared Burden no Shared Burdens
Employee Ownership no Worker Cooperative
Decadent Lifestyle yes Pleasure Seekers or Corporate Hedonism
Social Welfare no Shared Burdens
Academic Privilege
  • Pop consumer goods upkeep 0 Upkeep
yes
Decent Conditions
  • Pop consumer goods upkeep 0.05 Upkeep
yes Shared Burdens
Stratified Economy yes
Dystopian Society yes Oppressive Autocracy
Basic Subsistence yes
Servitude no
  • Mechanical Robotic species
  • Policies Servitude AI policy
Non-Existent never unemployed
  • Undesirables Citizenship
  • Purge is not Neutering or Displacement
Drone no
Mandatory Pampering yes Bio-Trophy Citizenship
Hive Dissociation never unemployed
Identity Sublimation −50% Happiness never unemployed
Transubstantiation Synthesis −25% Happiness never unemployed
  • Cybernetic or robot main species
  • Assimilation Citizenship
Transcendent Awakening −25% Happiness never unemployed
  • Psionic main species
  • Assimilation Citizenship

Military service[]

Military Service determines a species' right to join the police or military and whether or not they can become military leaders. Gestalt Consciousness empires can only use species with Full Citizenship or Machine Integration citizenship for Full Military Service; all other species must be Exempt.

Type Military jobs Military leaders Requirements Description
Full Military Service They are doubtlessly among the most competent in our armed forces.
Soldiers Only
  • Not Undesirables citizenship
  • Primary species
They make excellent soldiers - but command is better left to others.
Exempt
  • Not Battle Thralls slavery type
  • Primary species
They serve better away from the battlefield.

Colonization rights[]

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

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

Population controls[]

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

Type Happiness Requirements Description
Population Controls Enabled −10%
  • Primary species
  • Fanatic Xenophile Not Xenophile
  • Policies Allowed Population Controls Policy
Selective reproductive suppression fields are often referred to as the blunt instruments of demography.
No Populations Controls A species that does not propagate itself is at an evolutionary dead end.

Migration controls[]

Migration controls affect both migration between planets within the empire and migration to and from empires with a Migration Treaty. Even if Migration Controls are disabled, enslaved pops can only auto-resettle if a Slave Processing Facility is built on the planet or a Transit Hub is built on a starbase in the system. If Migration Controls are enabled, the Slave Processing Facility and Transit Hub will not allow auto-resettlement. Migration controls do not affect manual resettlement.

Type Effects Requirement Description
Migration Controls Enabled
  • Unemployed free sapient pops may not automatically resettle
  • Pops cannot be selected for biological growth on a planet unless already present
The free flow of pops can allocate resources efficiently, but sometimes what is necessary is not efficient.
No Migration Controls
  • Unemployed free sapient pops may automatically resettle
  • Pops can be selected for biological growth on a planet if not already present
  • Undesirables citizenship
  • Livestock slavery type
  • Grid Amalgamation slavery type
Just as our primitive ancestors wandered in search of a home, every being must be free to seek its destiny among the stars.

Slavery type[]

Slavery Type requires either a species to have the Slaves Citizenship or the empire to have the Slaver Guilds or Indentured Assets civic and determines how the enslaved pops will be used.

Type Pop Effects Open jobs Requirements Description DLC
Chattel Slavery Worker jobs Gestalt Consciousness Chattel Slavery is the most common form of slavery in the galaxy. Whether for life or a limited time, unrestricted access to the labor of others is in some parts seen as a privilege with numerous counter-duties attached, and elsewhere considered a self-evident prerequisite for a functioning society.
Battle Thralls Gestalt Consciousness Battle thralls are weaponized serfs, often trained from birth in the martial arts and conditioned for absolute obedience. In exchange for unquestioning military service, they are granted much more autonomy than other slaves and can be employed in a greater variety of jobs.
Domestic Servitude −20% Happiness Gestalt Consciousness Domestic servants spend much of their time tending to the needs of free Pops - some are assigned to individual domiciles, while others tend to public spaces. They tend to live alongside their masters, and thus require almost no dedicated housing.
Indentured Servitude Gestalt Consciousness They can theoretically pay off their debts and be freed, but their contracts are intentionally structured to make this a non-issue.
Livestock Livestock is Pops!
Grid Amalgamation −40% Happiness Grid Amalgamated Machine Intelligence Combined with a form of fusion, we have found all the energy we will ever need.

Purge type[]

Purging is where a species receives the Undesirables citizenship and is then systematically exterminated from within the empire. The purge type determines how this is carried out in practice.

Pops being purged can produce resources based on the purge type, for as long as the pop has the Undesirables citizenship, not just when the pop is being declined, meaning that a planet with a pop of Processing purge type will yield +6, while a planet with 2 of these pops will yield +12 in total, until all undesirable pops have been purged. These monthly resources are modified by planet unique buildings in the same way as the associated jobs; for example an Energy Grid gives an additional +1 per pop under Chemical Processing.

The Fanatic Purifiers civic gives +2 unity for each pop being purged while the Devouring Swarm civic gives Society research +2 society research per pop in addition to the resources said purge type may have.

Each planet has at most one pop at a time that is Declining; purging is not the only way it can happen, but it generally takes priority. A decline progress bar goes from 0 to 100, and fills up at a rate depending on the purge type. When the bar fills up, an undesirable pop on the planet will be removed. Depending on the purge type, the pop has a chance to be displaced as a refugee, if it is eligible; otherwise it is killed. Most purge types also cause other empires to get opinion penalties towards the purging empire, provided they have enough intelligence to know it is happening.

  • All non-gestalt empires that have the same primary species as the purged pop will have their opinion of the purger reduced by −25 per pop, to a maximum of −1000.
  • All other empires will also have their opinion of the purger reduced by −5, and Fanatic Egalitarian Egalitarian or Fanatic Xenophile Xenophile empires who don't allow species-wide purges have it reduced by a further −5–15 per pop, to a maximum of −1000.
Type Monthly decline Effects Loss Refugees chance Requirements Description DLC
Displacement 25 no 100% It's not that we drive them from their homes. Their homes are simply no longer theirs.
Extermination 100 −1000% Happiness yes 5% The extermination squads are efficient. The dissolution of entire populations naturally takes time, but they get the job done.
Neutering 10 no 0% Think of it as a phasing-out of a people. Our nation goes to meet the future, only some will not be with us.
Forced Labor 50 yes 25% With this final sacrifice, they will at least have been of some use.
Processing 50 yes 20% It is a sad but inescapable fact that some are destined to simply fuel the ambitions of their betters.
Chemical Processing 50 yes 20% They will soon attain a more efficient form.
Necrophage 20
  • −50% Happiness
  • Time Purged Pops are changed to primary species
yes 25% Only the strongest may survive in a hostile galaxy. This way their journey may continue.

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
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