Version This article has been verified for the current PC version (2.7) of the game.

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.

Diplomatic Stance [ edit ]

The Diplomatic Stance determines the behavior an empire takes towards other empires on the galactic stage. It cannot be changed during a war.

Stance Effects Supporting Faction Opposing Faction Requirements Description Cooperative +25% Diplomatic Weight

+50% Opinion from Envoys

-50% Border Friction

0.25 Influence cost to send Envoys to Harm Relations Progressive

Technologist

Xenoist Imperialist

Supremacist Inwards Perfection

Genocidal This empire will attempt to find common ground and negotiate with other empires in the name of friendship. Expansionist -10% Outpost Build Cost

+15% Colony Development Speed

+100 Border Friction Genocidal This empire seeks to grow peacefully, but has no specific diplomatic focus. Isolationist +15% Administrative Capacity

+10% Monthly Unity

+25% Governing Ethics Attraction

-50% Diplomatic Weight

+100% Diplomatic Influence Cost

+200 Border Friction

0.25 Influence cost to send Envoys to Improve or Harm Relations Isolationist Corporate

Merchant Guilds

Corporate Dominion

Genocidal This empire wishes to be left alone to their own affairs. Belligerent -10% War Exhaustion Gain

+10% Naval Capacity

-10% Claim Influence Cost

0.25 Influence cost to send Envoys to Improve Relations Imperialist

Supremacist Prosperity Inwards Perfection

Genocidal This empire will attempt to bully weaker empires into submission to their will. Supremacist +100% Diplomatic Weight from Fleet Power

-20% War Exhaustion Gain

+20% Naval Capacity

-10% Claim Influence Cost

0.25 Influence cost to send Envoys to Improve Relations

-100 Opinion to and from all empires with the same Policy

No Relations requirement for Rivalry both for and against the empire Imperialist

Supremacist Prosperity Finished the Supremacy tradition tree

Inwards Perfection

Genocidal

This empire demands that all will bow before them. Mercantile +25% Diplomatic Weight from Economy

+10% Trade Value

+5 Trade Protection

0.25 Influence cost to keep borders closed against non-Rivals Prosperity One must be true: Corporate

Corporate Merchant Guilds

Merchant Guilds Corporate Dominion Inwards Perfection

Genocidal This empire desires the facilitation of trade above all else. Purification Fanatic Purifiers civic This empire believes that enemies exist solely to be destroyed, and that they are the ones chosen to do so. Hunger Devouring Swarm civic This empire hungers and consumes. Extermination Determined Exterminator civic This empire's purpose is to destroy all biological life. Dormant Fallen Empire This empire fell into a dark age long ago, and largely isolates itself from the rest of the galaxy.

War Philosophy [ edit ]

Main article: Warfare



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 Supporting Factions Opposing Factions Requirements Description Unrestricted Wars No restriction on system claims Imperialist Isolationist

Prosperity Pacifist War is a dish best served frequently, and to those who will not cook for themselves. Liberation Wars Claims can only be made during defensive wars

Animosity Casus Belli on rivals is replaced with the Ideology Casus Belli Imperialist

Isolationist Prosperity Fanatic Pacifist

Genocidal We must further our own interests, even when they run contrary to the interests of others. Defensive Wars Cannot declare wars except for independent wars against the overlord

Claims can only be made during defensive wars Isolationist

Prosperity Imperialist Fanatic Militarist

Genocidal Violence is a last resort to ensure the integrity of our nation.

War Doctrine [ edit ]

The War Doctrine policy becomes available after finishing the Supremacy Tradition tree and determines the overall strategic military doctrine for fleets.

Type Effects Requirements Description Defense in Depth +10% Home Territory Fire Rate 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 +33% Combat Disengagement Chance

-25% Emergency FTL Damage Risk 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 +25% Sublight Speed

+10% Ship Weapons Range 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 +100% Disengagement Chance Reduction

+50% Emergency FTL Jump Cooldown

+33% Fire Rate One must be true: Militarist

Militarist Gestalt Consciousness 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 [ edit ]

This policy limits the maximum available stance of planetary bombing when orbiting enemy worlds.

Type Effects Requirements Description Selective Orbital bombardment capped at "Selective" Moderate damage to Armies and Planets

Light damage to Pops

Will not kill the last 21 pops

Will not bombard undefended planets Allows only the bombardment of identified military targets, while keeping civilian casualties to a minimum. Indiscriminate Orbital bombardment capped at "Indiscriminate" Heavy damage to Armies and Planets

Moderate damage to Pops

Will not kill the last 11 pops

Will bombard undefended planets Pacifist Allows the full use of all orbital weaponry, with no regards to life on the surface Armageddon Orbital bombardment capped at "Armageddon" Massive damage to Armies and Planets

Massive damage to Pops

Will bombard undefended planets

Can reduce planets to lifeless Tomb Worlds One must be true: Fanatic Purifiers

Fanatic Purifiers Determined Exterminator Allows the full use of all orbital weaponry, with no regards to life on the planet itself. Utter annihilation is the goal.

Native Interference [ edit ]

Native Interference determines an empires' policy on how to interact with pre-FTL civilizations. This policy becomes available once a primitive civilization has been found.

Type Effects Supporting Faction Opposing Faction Requirements Description Passive Studies Observation stations are limited to Passive Study Xenoist Supremacist Fanatic Xenophobe

Genocidal Primitive societies have the right to exist and evolve at their own pace, free from the control and designs of others. Active Studies Observation stations can perform every type of study Supremacist

Xenoist Is a Signatory

Genocidal To unlock the secrets of the universe, any and all interesting subjects must be made freely available for study. Unrestricted Studies Can invade primitive worlds Supremacist Xenoist Is a Signatory

Pacifist Even the most primitive lifeform is but another actor on the stage of galactic conflict. Should they lack the strength to resist, what right do they have to be masters of their own fate?

Native Enlightenment [ edit ]

Native Enlightenment determines whether or not an empire can enlighten pre-FTL civilizations. This policy becomes available once a primitive civilization has been found.

Type Effects Requirements Description Prohibited Can not enlighten primitive worlds No native would be ready to grasp the wonders we have discovered, and exposing them to the truths of the galaxy would carry enormous risks for everyone involved. Allowed Can enlighten primitive worlds Fanatic Xenophobe

Genocidal Through sharing our knowledge we can actively encourage natives to take their rightful place in the galactic community.

Resettlement [ edit ]

This policy determines if pops that aren't enslaved can be forcibly moved from one planet to another. The policy is not available if Gestalt Consciousness.

Type Effects Supporting Faction Opposing Faction Description Prohibited Free Pops can't be resettled Progressive Free pops cannot be forcibly resettled between planets. Allowed Free Pops can be resettled Progressive Pops can be forcibly resettled between planets.

Land Appropriation [ edit ]

Land Appropriation determines if newly acquired planets with Pops without Full Citizenship will have some bottom-stratum Pops replaced with Full Citizenship Pops. The replaced Pops will become refugees. The policy is not available to Gestalt Consciousness empires.

Type Effects Description Prohibited Conquered planets will have their population preserved as-is 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 The land that the lesser species are not properly utilizing can be put to greater use by their betters.

Leader Enhancement [ edit ]

Leader Enhancement determines if technology can be used to improve leader's abilities. This policy becomes available once Selected Lineages is researched and the effect affects already living leaders. In 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 the Galactic Law.

Type Effects Supporting Faction Requirements Description Natural Selection Leaders gain no additional bonuses Progressive Let nature take its course - it is in the crucible of experience that genius is forged. Selected Lineages +1 Leader Level Cap

+10 Leader Lifespan

+50% Leader Cost Totalitarian Selected Lineages technology

Fanatic Egalitarian Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies. Capacity Boosters +2 Leader Level Cap

+20 Leader Lifespan

+100% Leader Cost Totalitarian Capacity Boosters technology

Egalitarian We leave nothing to chance, no matter the cost. Through exacting curation of DNA banks do we build the leaders of tomorrow.

First Contact Protocol dictates if an empire can order fleets to attack another empire before establishing communications. A direct attack order is still needed to engage.

Type Effects Requirements Description Aggressive Can attack neutral fleets One must be true: Militarist

Militarist Xenophobe

Xenophobe Gestalt Consciousness Unknown dangers may hide among the stars. To ensure our continued survival we must be ready to strike without hesitation.

Initial Border Status [ edit ]

Initial Border Status determines if borders start open or closed to other empires.

Type Effects Description Open Borders will be open to other empires by default Isolation invites suspicion, and suspicion invites conflict. Let us show our neighbors that we have nothing to hide. Closed Borders will be closed to other empires by default 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 [ edit ]

The economic policy determines whether civilian or military resource production should receive more focus. The policy is not available to Gestalt Consciousness empires. Using Artisan / ( Artisan + Metallurgist) as the percentage of your civilian industry, Civilian Economy is beneficial when above 62.5% and Militarized Economy is beneficial when the percentage of civilian industry is below 37.5%.

Type Effects Description Civilian Economy +15% Monthly Consumer Goods

-25% Monthly Alloys The needs of the populace must become 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 -25% Monthly Consumer Goods

+15% Monthly Alloys 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 [ edit ]

This 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. The Trade League Policy is available for empire in Trade League federation and replaces Consumer Benefits and Marketplace of Ideas options.

Type Exchange Rate Condition Description Wealth Creation Energy Credits 1 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 Energy Credits 0.5

Consumer Goods 0.25 Trade League Federation 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 Energy Credits 0.5

Unity 0.25 Trade League Federation 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. Trade League Energy Credits 0.5

Consumer Goods 0.25

Unity 0.25 Trade League Federation By banding together in a trade league, we are able to prosper and secure profits on a whole new level

Production Policy [ edit ]

This policy determines what drone Stratum will a Gestalt Consciousness empire focus on.

Type Effects Description 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 +20% Menial Drone Output

-20% Complex Drone Output 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 -20% Menial Drone Output

+20% Complex Drone Output 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 [ edit ]

This policy determines how much freedom an empire gives to artificial intelligence. This policy becomes available once the Positronic AI technology is obtained. In Synthetic Dawn synthetics in servitude may start an AI rebellion.

Type Effects Supporting Faction Requirements Description & Notes Outlawed Robot Pops have their sapience removed and can only take Worker Stratum Jobs

Robot Pops can be disassembled

Android armies and Sapient AI Assistants are disassembled

Cannot research Sapient Combat Computers (they can still be used if already researched)

If robots show signs of rebelliousness removing their sapience will start an AI rebellion Traditionalist Materialist 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 Robot Pops cannot take Ruler Stratum Jobs

Robot Pops do not require Consumer Goods

Robot Pops can be dissassembled

Robot Pops cannot join factions Technologist 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 Robot Pops cannot be disassembled

Robot Pops require Consumer Goods

Robot Pops can join factions

Robot Pops will never rebel Technologist Spiritualist 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 [ edit ]

This policy determines whether robots are allowed in an empire. This policy is not available to Hive Mind empires, which disassemble all robot Pops.

Type Effects Requirements Description & Notes Outlawed Robots Pops cannot be built

All robot Pops are disassembled

Robotic armies are disassembled

Cannot research technologies related to robots Materialist

Citizen Rights AI policy 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 Robot Pops can be built and exist in the empire 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.

This policy determines whether an empire tolerates Pre-Sapients living on their planets or not. This policy is unlocked when a planet within the empire's borders has a Pre-Sapient pop on it.

Type Effects Supporting Faction Requirements Description & Notes Protected Pre-Sapient Pops cannot be purged

Planets with Pre-Sapient Pops cannot be terraformed Xenoist Genocidal 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 Pre-Sapient Pops can be purged

Planets with Pre-Sapient Pops can be terraformed Xenoist Genocidal Intelligent animals are still just animals. They can be safely ignored. Hunted Pre-Sapient Pops will be hunted for food, slowly depleting them

Planets with Pre-Sapient Pops can be terraformed Xenophile

Fanatic Purifiers

Machine Intelligence 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 Pre-Sapient Pops will be purged automatically

Planets with Pre-Sapient Pops can be terraformed Xenophile 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.

Refugees [ edit ]

This policy determines the stance on accepting refugees that are fleeing from purges, displacement and persecution in other empires. This policy is unlocked when another species has been met and is not available to Gestalt Consciousness empires unless they have the Rogue Servitor civic.

Type Effects Supporting Faction Requirements Description & Notes No Refugees Refugees may not arrive Isolationist Xenophile 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 Isolationist We cannot allow compassion to overpower good sense. Only those who would be worthwile additions to society should be brought into our borders. Refugees Welcome Refugees may arrive if their species does not have Undesirables rights Xenoist Xenophobe Those fleeing death and persecution at the hands of tyrants will be welcome within our borders.

Population Controls [ edit ]

This policy determines the stance on the Population Controls Species Right. The policy is not available if Gestalt Consciousness.

Type Effects Supporting Faction Description & Notes Prohibited Can use the Discourage Planetary Growth decision

Cannot enable Population Control in the species rights Progressive To reproduce and propagate their species is the inalienable right of all our citizens. Allowed Can use the Declare Population Controls decision

Can enable Population Control in the species rights Long-term demographics is too important a matter to be left solely in the hands of individual actors.

Slavery [ edit ]

This 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.

Type Effects Supporting Faction Requirements Description & Notes Prohibited Cannot use Slaves species rights

+100% Slave Market Cost Xenoist The enslavement of sentient beings is an abomination and will not be tolerated within our Empire. Allowed Can use Slaves species rights One must be true: Authoritarian

Authoritarian Xenophobe Is a Signatory Allows the enslavement of pops within our Empire.

Purge [ edit ]

This 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.

Type Effects Supporting Faction Requirements Description & Notes Prohibited Cannot use Undesirables species rights Xenoist The purge is an atrocity and should always be treated as such. Displacement Only Can use Undesirables species rights

Can use Displacement purge type Xenophile

Is a Signatory 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 Can use Undesirables species rights

Can use all purge types Xenophobe

Is a Signatory The troublesome and corrupt elements within our Empire must be cleansed, lest their rot take root in us all.

References [ edit ]