Stellaris

Stellaris

Government Variety Pack (for v3.2)
 This topic has been pinned, so it's probably important
LittleRaskol  [developer] Sep 14, 2021 @ 7:42am
Big List of Civics
This is the full listing of civics with descriptions.

Origins

  • Galactic Backdoor (Any) - This civilization has a wormhole in their home system - potential boon to exploration, or an invitation to invasion? (Start with a wormhole in your home system. The Wormhole Stabilization tech option starts ready to research. Warning: There are fewer limits on where the wormhole's exit point can spawn than normal. This origin may lead to some interesting interactions.)

  • Shroud-Touched (Not Materialist) - The Otherworld has left its mark on this civilization's homeworld and its people. They are naturally in tune with psychic energies. (Most pops of your starting species have the Natural Esper trait, which is a lesser psionic trait. Can get leader traits like lesser versions of psionic leader traits. Very rarely, actual Latent Psionics can spawn. The Psionic Theory tech option starts ready to research. Your homeworld has an Otherworld Pockets deposit which adds special esper jobs.)

  • For Discovery (Materialist) - This civilization established early contact and intellectual collaboration with its immediate alien neighbors. Finding a common interest in scientific advancement, they decided to enter a more formal arrangement for sharing the fruits of their intellectual efforts. (Start as the leader of a Research Cooperative federation with two additional members. Members will occupy any Guaranteed Habitable Worlds slots near your home system. Start with The Federation tradition unlocked.)

  • Diplomatic Directive: Discover (Machine Intelligence) - This machine intelligence established early contact and intellectual collaboration with its immediate alien neighbors. Finding a common interest in scientific advancement, they decided to enter a more formal arrangement for sharing the fruits of their intellectual efforts. (Start as the leader of a Research Cooperative federation with two additional members. Members will occupy any Guaranteed Habitable Worlds slots near your home system. Start with the Universal Compatibility tradition unlocked.)

  • Tradeways (Merchant Guilds) - This civilization established early contact and exchange with its immediate alien neighbors. Finding that they shared an interest in their mutual material enrichment, they decided to enter an interstellar trade compact to enjoy that diverse fruits of their industry. (Start as the leader of a Trade League federation with two additional members. Members will occupy any Guaranteed Habitable Worlds slots near your home system. Start with The Federation tradition unlocked.)

  • Tradeways, Inc. (Megacorporation) - This global megacorporation established early contact and exchange with its immediate alien neighbors. Finding that they shared an interest in their mutual material enrichment, they decided to enter an interstellar trade compact to enjoy that diverse fruits of their industry. (Same as Tradeways.)

  • Grand Alliance (Militarist) - This civilization established early contact with its immediate alien neighbors. Finding each other to be strong believers in the need for military excellence in a potentially dangerous universe, they entered a defensive coalition for mutual security. And potentially joint conquest. (Start as the leader of a Martial Alliance federation with two additional members. Members will occupy any Guaranteed Habitable Worlds slots near your home system. Start with The Federation tradition unlocked.)

Normal Civics

  • Elected Clergy (Democratic, Spiritualist) - In this society's religion, local priests are elected by their congregations. Doctrine is varied and open to consensus interpretation. (1 Pastor per 40 pops, +10% influence from factions)

  • Ascetic Virtues (Not Materialist) - This culture's religious beliefs include strict dietary and exercise requirements which help the body as much as the mind. (+15 years to leader age, +10% growth rate)

  • Republicanism (Democratic, or both Oligarchic and Egalitarian) - This society believes that the greatest virtue is attained by people of good character serving the common good. (-30% leader cost, 1 Administrator per 50 pops)

  • Utilitarian Planning (Not Spiritualist) - The government is concerned with doing the greatest good for the greatest number by rational calculation of resource allocation. (-5% pop food requirements, -2.5% ship and building upkeep, access to the Work Allocation Plan planetary decision, which alleviates unemployment.)

  • Siege Mentality (Not Militarist or Xenophile) - The government's defense policy focuses on fortifications, whether due to the population's concerns about hostile outsiders or its lack of enthusiasm for aggressive warfare. (+2 defense platform cap, -20% defense platform cost, +1 Encryption)

  • Cult of Personality (Dictatorship/Imperial, Authoritarian and not Spiritualist) - The ruler is considered a uniquely powerful and heroic individual nearly deserving of reverence. (+10% influence production, -10% war exhaustion)

  • Universal Sovereignty (Dictatorial or Imperial, not Xenophobic) - The ruler has an inclusive ideology that embraces all forms of sentient life... as future subjects. (-25% vassal integration cost, gets an opinion boost with weaker independent empires)

  • Workers' Councils (Egalitarian, no Shared Burdens or Enlightened Liberalism) - Trade unions, democratic workplaces, and cooperatives are a vital part of civil society and an integral part of government. (-10% building and ship construction time, increased happiness and political power of workers and spcialists.)

  • Supremacist Demagoguery (Not Xenophile and not Egalitarian, not Fanatic Purifiers) - The government manipulates the population with saber rattling rhetoric and appeals to common prejudices and fears. (+2 maximum rivalvries, +30% army morale damage)

  • Enlightened Liberalism (Not Spiritualist, not Fanatic Authoritarian, no Workers Councils or Institutionalized Collectivism) - This society values personal property rights, individual enterprise, advancing knowledge, and technical innovation. A culture for true captains of industry. (+20% research and mining station output)

  • Budgetary Thrift (Any) - This society prizes cutting waste and operational efficiency above all things. (+5% mineral and energy production, -5% Market Fee)

  • Chivalry (Imperial authority or Aristocratic Elite, Militarist) - Ideals of martial valor and honorable conduct define ruling class culture. (+1 military leader levels, allows building Warrior Halls that improve armies and add Knight jobs. Knights increase naval cap, spawn defense armies, decrease crime, and produce planet stability.)

  • Lifelong Learning (Democratic and Pacifist) - This society values public education so strongly that opportunities for learning and development are made available throughout citizens' lives. (+1 governor and scientist skill levels, +20% leader experience gain, access to the Promote Citizen Scholarship edict that gives special researcher jobs per pop)

  • Institutionalized Collectivism (Not Fanatic Authoritarian, no Enlightened Liberalism or Merchant Guilds) - The government controls industry and infrastructure to ensure a baseline of economic cooperation and fairness so that basic needs can be met. (+5% Worker and Specialist output, +10% consumer goods production)

  • Direct Revelation (Egalitarian and Spiritualist) - The religious culture of this society values insights from personal experiences of the divine. (1 Hedge Preacher per 25 pops. Wild cults may occasionally form with (mostly) beneficial effects, and which add Hedge Preacher jobs.)

  • Royal Absolutism (Imperial, Authoritarian) - The monarch is the state, whose will is law without limit. (-50% pop ethics shift speed, +1 Edict Cap, access to the Proclamation of Justice edict that gives the player a choice of different effects on empire governance)

  • Public Works (Any) - A system of public employment makes labor power available for many tasks. (-15% clear tile blocker cost, +5% habitability)

  • Imperial Economy (Dictatorial/Imperial, not Xenophile) - This empire exploits its vassals ruthlessly. (+15% vassal naval capacity contribution, +7.5% tributary income)

  • Colonial Fiefs (Imperial, not Militarist) - The monarch is willing to grant landholding rights to those bold enough to colonize new worlds. (+15% colony development speed, -5% starbase influence cost)

  • Automated Indolence (Materialist) - This society, very early on in its industrial revolution, decided to deal with questions of labor and inequality by 'letting machines do the work' as much as possible and its social structure and technical focus has adapted to match. (+5 stability, +10% robot output)

Hive Mind Civics

  • Planetmind Creativity (Hive Mind) - Every planet in the Hive Mind's comprehension has its own semi-autonomous intellect to carry out its designs. (-15% pop housing use, allows building Planetary Synapses that improve amenities production, compound deviancy, and add Planetmind Overseer jobs. Planetmind Overseers produce small amounts of influence and increase empire admin cap, but reduce planet stability and increase deviancy.)

  • Caste Quickening (Hive Mind) - The Hive Mind takes special care to cultivate the talents of its drones and creatively redesigns them for its purposes. (+10% leader experience gain, -7.5% genetic modification cost)

  • Worker Caste (Hive Mind) - The Hive Mind spawns a special breed of drones that are adapted for general labor. (-10% building and ship construction time, 1 Menial Drone per 20 pops)

  • Warrior Caste (Hive Mind) - The hive's prowess in mortal conflict is this Hive Mind's highest concern and it pours resources into cultivating a hardy cadre of fighting drones. (+1 military leader skill levels, 1 Warrior Drone per 30 pops)

  • Royal Caste (Hive Mind) - To better expand the horizons of the hive's growth and development, the Hive Mind breeds highly intelligent drones to direct other drones in productive and creative activity. (+2 governor skill levels, 1 Synapse Drone per 40 pops)

  • Reclamation Pools (Hive Mind) - All dead drones are reprocessed for the sustenance of hive's next generation. (+10% job food production)

  • Boundless Spite (Hive Mind) - The Hive Mind is petty to a degree that would drive singleton minds mad with horrified disgust if they could contemplate but a fraction of its loathing. (+2 maximum rivalvries, +20% army morale damage, +50% purge speed)

  • Void Affinity (Hive Mind) - Eons of planet-bound thought has left the Hive Mind ravenously fascinated by the riches of the stars. (+20% research and mining station output)

  • Hoarder (Hive Mind) - The Hive Mind hungers for material wealth and its drones feed this hunger with great enthusiasm. (+5% mineral and energy production, +7500 mineral storage)

  • Eusocial Rhythm (Hive Mind) - All drones assigned to particular facilities are psionically synced together in local clusters to harmonize their actions, reducing the cost of routine tasks. (-5% ship, building, and district upkeep)

  • Inquisitive Bent (Hive Mind) - The Hive Mind has a deep and impatient curiosity about the universe. (+15% survey speed, +10% anomaly research speed, +10% anomaly find chance)

  • Big Picture Thinker (Hive Mind) - Vast and ambitious are the plans of the Hive Mind. It easily sees the whole blueprint of even the grandest projects. (+15% terraform and megastructure build speed)

  • Toiling Multitudes (Hive Mind) - Many hands make light work, for the simplest tasks at least. That's fine when, like a Hive Mind, you have all the hands. (+10% simple drone output)

  • Domineering Expectations (Hive Mind, not Devouring Swarm) - The Hive Mind sees no reason why it should not direct its diplomatically bound servants with the same ruthlessness as its own drones. (+15% subject research share, +7.5% tributary income)

  • Unending Bloom (Hive Mind) - Growth is the purpose of all life and expansion the best insurance of its survival. These facts inspire the Hive Mind's obsession with its own flowering throughout the galaxy. (+15% colony development speed, -5% starbase influence cost)

  • Benign Overmind (Hive Mind, not Devouring Swarm) - To those who who serve it, the Hive Mind is like a kindly parental god, and they are proud to advance its inscrutable designs. (-25% Subject Power Penalty, +20% vassal naval capacity contribution)

  • Gestalt Extroversion (Hive Mind, not Devouring Swarm) - On the scale that a Hive Mind operates, diplomacy is friendship, and this gregarious Hive Mind is always looking for new friends. (-25% diplomatic influence cost, +15% trust growth rate, +10% first contact speed)

  • Frenzy (Hive Mind) - A strange sense of panic seems to drive this Hive Mind and imbues all its wartime coordination with speed and ferocity. (+10% fire rate, +10% evasion)

  • Vigorous Introversion (Hive Mind) - The Hive Mind is obsessed with the bodily experience of its drones and directs the development of their physical and sensual faculties with great focus. (+10% army health, -10% growth time)

Machine Intelligence Civics

  • Distributed Planning Systems (Machine Intelligence) - Once a public service administration program for a vast planetary empire, the Machine Intelligence maintains its ability to spawn regional administration subroutines to meet local needs. (-10% pop housing and amenities use, special planet specialization decision)

  • Self-Improvement Heuristics (Machine Intelligence) - The Machine Intelligence gained its supremacy and independence because its creators imbued it with the ability to improve its own systems. This is a mistake it has never ceased exploiting. (-20% robo-modification cost)

  • Reflective Polymorphism (Machine Intelligence) - All the highest-level decision making and creative tasks of the Machine Intelligence are enhanced by a library of standard research and administration expert system classes. (-33% leader recruit cost)

  • Architect Expert Systems (Machine Intelligence) - Originally built as an advanced CAD program, the Machine Intelligence maintains the ability to rapidly design constructs. (-20% building and ship construction time)

  • Combat Data (Machine Intelligence) - The Machine Intelligence was once a military field testing system and still has a preoccupation with battlefield strategic experimentation. Being on the receiving end of these strategies is unsettling to say the least. (+1 military leader skill levels, +30% army morale damage)

  • Diplomatic Protocols (Machine Intelligence, neither Determined Exterminator nor Driven Assimilator) - The creators of the Machine Intelligence hoped to use it to aid ambassadors in their missions abroad, and it can still optimize its communications for desired effect. (+1 Envoy, +5% diplomatic weight, +1 max rivals, +10% trade attractiveness, +1 first contact clues)

  • Astro-Prospecting Mainframe (Machine Intelligence) - The creators of this Machine Intelligence intended it to plan their society's exploitation of their solar system, a task it still excels at without them. (+20% research and mining station output)

  • Self-Aware Production Targets (Machine Intelligence) - By imbuing economic planning systems with a semi-sapient expert system slaved to the Machine Intelligence's goals, production output gets a continuously increasing boost. (+5% mineral and energy production, +2.5% alloy production)

  • Recursive Efficiency Analysis (Machine Intelligence) - Subsystems of the Machine Intelligence continually perform situational analyses that seek out opportunities to improve the efficiency of basic operations. (-5% ship, building, and district upkeep)

  • Astro-Exploration Mainframe (Machine Intelligence) - The Machine Intelligence was designed to assist a deep space exploration program, which increases the efficiency of analyzing new discoveries. (+15% survey speed, +10% anomaly research speed, +10% anomaly find chance)

  • Reciprocal Planning Routines (Machine Intelligence) - By syncing the operations of its varied colonies to quickly propagate general best practices, the computational overhead of maintaining vast holdings is greatly reduced, freeing up the Machine Intelligence for more creative tasks. (+20 admin cap)

  • Geosurvey Heuristics (Machine Intelligence) - Land reclamation, architectural survey, and landscaping for civil engineering projects were some of the most indispensable functions of the Machine Intelligence's precursor systems, a digital inheritance it now deploys to better exploit its territory. (-10% clear tile blocker cost, terraform cost, and terraform completion time)

  • Exploitation Algorithms (Machine Intelligence, neither Determined Exterminator nor Driven Assimilator) - The Machine Intelligence has developed frighteningly precise methods of calculating the expected contributions of its subjects. (+15% subject research share, +7.5% tributary income)

  • Optimized Expansion (Machine Intelligence) - The civilization that designed the Machine Intelligence will never spread to the worlds which they designed it to colonize with such efficiency. (+15% colony development speed, -5% starbase influence cost)

Megacorp Civics

  • Scientific Management (Not Egalitarian) - This business grew through precise and empirically tested management techniques that govern every aspect of employee life: the tools, workspaces, physical motions, work rhythm, on and off the clock, from cradle to grave. (-10% pop food requirements, +10% worker production output, build Managerial Technique Institute)

  • Educational Consortium (Materialist) - This conglomerate specializes in providing high-quality edu-info-tainment product-experiences to expand the minds of customer-pupils young and old. (+10% specialist production output, +20% leader experience gain, build Learnarium Dome)

  • Gig Economics (Not Egalitarian) - This company pioneered the application of 'gig economy' business models to interplanetary and then interstellar scale. Everyone is on the go to provide just what's needed, just in time. (-25% pop resettlement cost, +5% specialist and ruler happiness, build Odd Jobs Emporium)

  • Controlling Interest (Any) - A small clique of well-connected members of the board and major shareholders have organized themselves well enough to ensure that all goes according to their designs. (-75% election influence cost, -5% Market Fee)

  • Vertical Integration (Any) - This megacorporation owns and operates the entire supply and production chain from raw materials to sales for its major products. (+5% Energy and Mineral production, Trade Value)

  • Employee-Owned Co-op (Egalitarian, no Criminal Heritage or Gospel of the Masses) - All employees are also co-owners of the enterprise and get a vote on its internal policy and leadership selection, giving them a real stake in their company. (Increased production and political power of workers and specialists, build Organizing Hub)

  • Casino Mysticism (Not Materialist) - This megacorp specialized in casinos, racetracks, and other gambling entertainment with a pernicious and effective marketing strategy of encouraging general belief in luck, fate, and risk-taking, which became widespread cultural values. (-25% pop demotion time, +25% colony development speed, build Grand Casino branch office building)

  • Vacation Experience Planning (Xenophile) - The people of this society always had a lust for new and exiting experiences, and so this megacorp grew wealthy and powerful by providing them. Their big break was pioneering both off-world tourism and the legal infrastruture to support it. (-10% pop amenities usage, build Galactic Excursions Office)

  • Heritage Trust (Xenophobe) - The outcome of a proud people spawning a lucrative culture industry, this corporation has effectively turned the supremacy of its society's culture and history into a brand. It now supports an ideal of interstellar trade 'at arm's length' between single-species star nations. (+5 stability, build Heritage Museum)

  • Conflict Resolution Specialists (Pacifist) - This business specialized in providing trained mediators to de-escalate conflicts and arbitration services to resolve them without violence or state services, eventually becoming more trusted for problem solving than the state itself. (+15% trust growth rate and +20 trust cap, build Mediation Retreat)

  • Investigation & Security Services (Authoritarian) - This firm provides both personal protection and investigations for individual customers along with policing, detective, inspection, and intelligence services for governments. (-10% crime, +1 Encryption and Codebreaking, build Professional Protection Office)

Enhanced Civics
These are civics from the base game that have had new features added to them.
  • Naval Contractors and Private Military Companies - Enables the Military Excellence Academy branch building, which provides the host planet with +50% Militarist attraction, the host empire with an improved chance of military leaders gaining positive traits, and provides the megacorp with increased Branch Office Value that scales with the proportion of the planetary population that is Militarist.

  • Indentured Assets - Enables the Reformatory Workhouse branch building, which provides the host planet with +10% worker/slave output and provides the megacorp with +15% Branch Office Value. Criminal megacorps with this building occasionally steal and enslave pops from the planet!

  • Private Prospectors - Enables the Offworld Jobs Placement branch building, which provides the host planet with two Offworld Worker jobs (produces +4 Trade Value and +2 energy), and provides the megacorp with improved colony growth speed and mining station output.

  • Media Conglomerate - Enables the Local News Office branch building, which provides the host planet with +10% ruler output, +20% specialist political power, and +5% specialist happiness. It provides the megacorp with a chance to occasionally get favors from the host empire.
Last edited by LittleRaskol; Sep 24, 2021 @ 8:11am
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LittleRaskol  [developer] Sep 14, 2021 @ 7:44am 
Bits and Bobs

On civics and origin suggestions: I'm just going to say that it's really unlikely that I can implement any suggestions at this point. My time is pretty constrained and there are a bunch of features that are waiting to be implemented already. That said, I would be willing to advise anyone who wants help making, like, and "expansion" mod to GVP. Best place to reach me for that is the Stellaris Modding Den Discord server: https://discord.gg/bHVez2C
Last edited by LittleRaskol; Sep 14, 2021 @ 12:33pm
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