Version

This article is for the PC version of Stellaris only.

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[]
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Please help with verifying or updating this section. It was last verified for version 3.9. |
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 |
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Full Citizenship |
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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 |
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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 |
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All pops of this species will be ![]() Freedom is an illusion. For some this truth is more tangible than it is for others. |
Servitude |
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Robots with Servitude citizenship can work any ![]() ![]() A toaster will always be a toaster. |
Undesirables | ![]() |
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All pops of this species will be ![]() State records do not recognize the existence of this species. |
Machine Integration |
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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 | ![]() |
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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 |
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Living standards[]
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Please help with verifying or updating this section. It was last verified for version 3.9. |
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 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 | ![]() |
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Requirements |
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Chemical Bliss |
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yes |
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Utopian Abundance |
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no | ![]() ![]() |
Shared Burden |
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no | ![]() |
Employee Ownership |
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no | ![]() |
Decadent Lifestyle |
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yes | ![]() ![]() |
Social Welfare |
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no | ![]() ![]() |
Academic Privilege |
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yes | ||
Decent Conditions |
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yes | ![]() ![]() | |
Stratified Economy |
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yes |
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Dystopian Society |
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yes | ![]() |
Basic Subsistence |
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yes |
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Servitude | ![]() |
no | ||||
Non-Existent | ![]() |
never unemployed |
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Drone | ![]() |
no |
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Mandatory Pampering |
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yes | Bio-Trophy Citizenship | |||
Hive Dissociation | ![]() |
never unemployed |
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Identity Sublimation | ![]() |
never unemployed |
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Transubstantiation Synthesis | ![]() |
never unemployed |
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Transcendent Awakening | ![]() |
never unemployed |
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Military service[]
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Please help with verifying or updating this section. It was last verified for version 3.9. |
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 | ![]() ![]() |
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Requirements | Description |
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Full Military Service | ![]() |
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They are doubtlessly among the most competent in our armed forces. |
Soldiers Only | ![]() |
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They make excellent soldiers - but command is better left to others. | |
Exempt | ![]() |
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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 |
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Colonization Forbidden | ![]() |
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 |
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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 | ![]() |
Requirements | Description |
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Population Controls Enabled | −10% |
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Selective reproductive suppression fields are often referred to as the blunt instruments of demography. |
No Populations Controls |
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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 |
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Migration Controls Enabled |
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The free flow of pops can allocate resources efficiently, but sometimes what is necessary is not efficient. | |
No Migration Controls |
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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[]
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Please help with verifying or updating this section. It was last verified for version 3.9. |
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 |
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Chattel Slavery |
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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 |
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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 | ![]() |
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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 |
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They can theoretically pay off their debts and be freed, but their contracts are intentionally structured to make this a non-issue. | ![]() |
Livestock |
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Livestock is Pops! | ![]() |
Grid Amalgamation | ![]() |
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Combined with a form of fusion, we have found all the energy we will ever need. | ![]() |
Purge type[]
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Please help with verifying or updating this section. It was last verified for version 3.9. |
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
+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
Egalitarian or
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 | ![]() |
Refugees chance | Requirements | Description | DLC |
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Displacement | 25 |
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no | 100% |
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It's not that we drive them from their homes. Their homes are simply no longer theirs. | |
Extermination | 100 | ![]() |
yes | 5% |
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The extermination squads are efficient. The dissolution of entire populations naturally takes time, but they get the job done. | |
Neutering | 10 |
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no | 0% |
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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% |
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With this final sacrifice, they will at least have been of some use. | ![]() | |
Processing | 50 | yes | 20% |
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It is a sad but inescapable fact that some are destined to simply fuel the ambitions of their betters. | ![]() | |
Chemical Processing | 50 | yes | 20% |
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They will soon attain a more efficient form. | ![]() | |
Necrophage | 20 |
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yes | 25% |
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Only the strongest may survive in a hostile galaxy. This way their journey may continue. | ![]() |
References[]
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics • Leader |
Governance | Empire • Origin • Government • Civics • Policies • Edicts • Factions • Technology • Traditions • Situations |
Economy | Resources • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |